Total Conversion and New Set of Rules
Campaigns are playable, tests are in progress
Release expected this summer
Documentation (last update: 11th July)
Test version (0.02, last update: 11th July, to play: download, launch, choose Eternal War campaign, and choose 47th Infantry Regiment)
(please backup your "Graphics" and "data" ; this mod includes modifications for blue laser turned into red for imperials)
What do you get?
- Total conversion mod, with new units, weapons, new combat system, new factions and old factions being revisited. (vanilla campaigns/scenarios/units are kept unchanged and are safe)
- Several dynamic campaigns with detailed briefings and tense, realistic scenarios.
- Campaign decisions allow you to choose your Faction, choose a Legion from this faction, then pick a Brigade or Company!
- For instance, as Imperial Guard you may choose to command an Infantry Brigade, an Armored Brigade, a Cavalry Brigade or a Mixed Brigade.
- Every campaign will be tailored with unique dialogues, a unique regiment's army list, and events based on your decision.
- Missions involve squad-size infantry combat (2 men, 5 men units), tough decisions to make and casualties to expect.
- New pace, weapon system and targeting reworked, a hundred new weapons....
- And multiplayer will be proposed. Imagine varied challenges among players. Can the Cadian 8th defeat the 16th cavalry? Pitch them against other forces of the Imperium, and later, Xenos and Chaos.
Doing an army list is one thing, making great unit arts is another.Army lists and Campaigns currently featured (4):
(started with Steel Legion to keep focus on improving other mod features)
Later released (23):
- 47th Infantry Regiment of the Steel Legion
- 273rd Armoured Regiment of the Steel Legion, 'The Steel Vultures'
- 16th Fast Attack Regiment of the Steel Legion, 'The Tank Busters'
- 116th Mechanized Regiment of the Steel Legion
Once the Imperial Guard is complete, I'll continue with the Space Marines, then Xenos and Chaos.
- Attilan Rough Riders 264th Cavalry Regiment (ALL CAVALRY!)
- Cadian 8th Shock Troopers, 'The Lord Castellan's Own'
- Cadian 43rd Shock Troopers, 'The Broken Sword' (black and red camouflage)
- Cadian 172nd Air Support Regiment
- Cadian 212th Armoured Regiment
- Catachan 2nd Regiment, 'The Green Vipers' (Catachan Devil Squads)
- Catachan 17th Regiment, 'The Screaming Devils' (best snipers)
- Catachan CIVVI Regiment, 'The Red Cobras' (incendiary weapons)
- Death Korps 1st Armored Divison, 'Emperors Loyal Shield'
- Death Korps 152nd Siege Regiment (many Centaurs)
- Death Korps 616th Line Regiment (many infantry)
- 41st Elysian Drop Troops 'Angel Guard'
- Mordian 50th Infantry Regiment, 'Fort Baton Regulars'
- Mordian 12th Armoured Regiment (exactly 13 Leman Russ tanks allowed)
- Mordian 3rd Heavy Tank Company
- Tallarn 16th Infantry Regiment, 'The Gravediggers'
- Tallarn 9th Heavy Tank Regiment, 'The Blue Devils'
- Tanith First and Only 2nd Light Infantry
- Valhallan Ice Warriors, 2nd Polar Guard
- Valhallan Ice Warriors, 18th Light Infantry Regiment, 'The Tundra Wolves'
- Valhallan Ice Warriors, 888th Artillery Regiment, 'The Frostburners'
- Vostroyan 241st Firstborn Regiment, "Improvised Regiment" (adopts other tactics)
- Vostroyan 24th Heavy Armoured Regiment, "The Iron Bloods"
I am really sorry for not releasing this mod sooner, when I started modding in 2016.
I am not a graphic artist so please feel free to give a help if you feel inspired
This mod is not made to infringe on Games Workshop copyrights on recent publishings.
It is currently made from 4th to 6th editions codexes and Lexicanum.
This mod is not made to infringe on Slitherine Studios regarding DLC content:
- there will be a "no DLC required" version, with less unit skins,
- and a "full DLC required", which uses or adapts some of the new unit skins. Note that the Weirdboy DLC is not required in this case.
For Vanilla Armageddon with DLC:
For Vanilla Armageddon with NO DLC:
For Community-version Armageddon:
Why a documentation?
It details all currently available factions and units;
It reveals many special rules to enjoy while playing;
It is great (but not mandatory) to know more and use this mod at its best
The new unit rules are called the "Tabletop Armageddon Rules" (TAR for intimates).Locate your steam Armageddon game folder.
Save your \data folder by making a copy of it.
Install and replace existing files.
- makes use of common traits. For instance the Chem Cannon will use the 'Terror' trait as replacement effect.
Community Update Version:
- makes use of improved traits. For instance the Chem Cannon uses the 'InfantryKiller' trait, etc.
It as a new set, simulating the Tabletop experience but not being the exact TT, as it bears a large number of adaptations and choices of implementations.
I understand many modders had already such a will. I think it is great. This is an important objective.
A consistent set of rules is also absolutely necessary because it adds balance.
When you add a faction, if you have a consistent way of doing conversion, you will be better regarding balance.
Many things are untested and subject to change.
Everything below is subject to obvious balance modifications later.
Everything marked with a "***" is under special scrutiny.
Current units count:
28 units and 81 variants
(but hey, it's only week 1 )
Slower move = more importance given to range, flanking, support fire.- Default movement is now 2 for all infantry units.
- Default spotting range is now 4 for all infantry units.
- Scouts will have a huge spotting range (6 to 8 ).
- Toughness 3 converts to 45 Defense. +1 gives +15 Defense. So Toughness 4 has 60 DEF, and so on.
- Strength 3 converts to 45 Attack. +1 gives +15 Attack. So Strength 4 has 60 ATK, and so on.
- Ballistic 3 (BS 3) converts to 60 % accuracy. Combined with a normal weapon (85 %, see below), and a distance of 2, you should have 50 % or less hit chances, which sounds proper (you hit with 4+ on tabletop). +1 BS gives +15 % Accuracy. (EDIT: changed to 45 % accuracy, for gameplay)
- Weapon Skill 3 (WS 3) converts to 45 % accuracy. +1 WS gives +15 % Accuracy.
- Armor gives +5 Defense per Armor Save point, and +10 Defense per Invulnerable Save point.
- The average value of members the squad is used for: Melee Combat, Accuracy, Defense. For instance if you have a unit with 60 Melee and 4 others with 45 Melee, the squad will display 48 Melee (usually rounded up to 50 Melee, actually).
- Squad sizes is now made consistent squad sizes with tabletop*** ; for instance 5 men etc.
- Because units receive many more weapons than they should in the computer game - there is no difference between members of a unit: you have as many weapons as you have men - there are some resilience bonuses:
- Strong Health Rule (SHR): Units always use the base health of their best resilient unit. For instance if your officer has 3 Health and your other men have 1, your squad will display 3 Health, unless balance request to do otherwise.
- There are some exceptions to the SHR rule; usually used for granularity between units and balance.
- Units also all have +1 additional HP. For balance reasons, this is not applied to some numerous units such as Conscripts.
- Large formations (variants with more men) usually have -5 Defense, -5 Melee, -5 Accuracy, -1 Initiative and -1 Spotting. Sometimes they will also have less movement points.
Also, flanking is no longer relying on foot units, but only on fast units.
Weapons- Vehicles will usually keep very low spotting range values (1 or 2).
- Base movement shall be 4 or 5. "Fast" means at least +2 movement.
- Melee Accuracy will be 1 %, except for vehicles equipped with close combat weapons and with a Weapon Skill (WS).
- Ballistic 3 (BS 3) converts to 60 % accuracy. (like for units) +1 BS gives +15 % Accuracy.
- Vehicles will usually have more Defense that in vanilla, because the TT weapon conversion can lead to devastating penetration and damage (as suitable).
- An average between flank and frontal armor will be taken as "Vehicle Base Armor". VBA will translate into 9 DEF per point, and 1 HP per 2 points (rounded down).
- This means that a Raider, which has 10 Armor on all sides, has 10 VBA. This converts into 90 Defense. Lasguns in this ruleset (or any 3 STR weapon) have 5% chances to damage it.
- Open-topped vehicles will receive +2 Spotting but -10 DEF. The Raider is Open-topped, so then has 80 Defense.
- All close combat weapons are range 0-0 and give the 'Assault' trait to their bearer.
- All 6'' range and 12'' range weapons (usually pistols) are range 1-1 and will then be fired in melee range (they are fired when engaging and retaliating to close combat).
- All 18'' range weapons are range 2-2. Dispersion from range is at -10 % per hex.
- All 24'' range weapons are range 2-3. Dispersion from range is at -10 % per hex.
- All 36'' range weapons are range 2-5. Dispersion from range is at -10 % per hex.
- All 48'' range weapons are range 2-7. Dispersion from range is at -8 % per hex.
- All 72'' range weapons are range 2-11. Dispersion from range is at -6 % per hex.
- Armor Penetration (AP) is of 15 % per AP from 6. Meaning AP 5 gives 15 % pen, AP 4 gives 30 % pen, AP 3 gives 45 % pen, AP 2 gives 60 % pen.
- Weapons which ignore all armor receive 75 % penetration.
- All ranged weapons usually default to 85 % accuracy, instead of 100, so as to allow roughly 1 chance out of 6 to fail.
- Ranged Weapons will usually have 1 shot.
- Weapons with Assault X, Rapid Fire X, receive X number of shots instead of 1.
- Weapons with Salvo X/Y will receive a number of shots equal to the middle value (2/4 will give 3 shots), rounded up.
- Weapons with Heavy X receive X number of shots instead of 1 and the Bulky trait, which prevents retaliation with this weapon.
- Ranged Weapons will usually receive 6 Ammo. (however I don't think ammo is managed yet by the game)
- Close combat weapons receive 1 shot, +1 per model Attack above 1, and +1 per Attack given by the weapon.
For instance, a weapon giving +1 Attacks then has 2 shots. A model with 2 attacks also gives +1 shot. Separate versions of weapons may have to be made for separate models if one has more attacks.
- Close combat weapons will usually receive infinite Ammo.
- Weapons with a randomized number of attacks will receive an averages number of shots, rounded up. For instant, bladevanes have D3 attacks, which will translate into 2 shots. Caltrops have D6 attacks, which will translate into 4 shots.
Other weapon rules:
- Grenades will become range 2-2 weapons with 2 ammo (not managed yet by the game), and 50 % base accuracy (to compensate for non-ammo management); OR 1-1 weapons with 'Bulky' trait to use it only when attacking.
- Weapons or attacks which reroll fails (ie. Twin-linked etc) receive +30 % accuracy (115 instead of 85). They can still fail, but from other parameters only (distance, great defense).
- Weapons which ignore armor and roll an automatic dice to wound, receive a penetration bonus from their hit score score (6+ = 15 %, 5+ = 30 %, 4+ = 45 %).
- Weapons which give an automatic kill, will either receive 1 shot with 99 % penetration, or 30 shots with 75 % penetration.
- "Blast" weapons receive Siege (which has no effect except in Community Upgrade) and +1 Shot.
- "Large Blast" weapons receive Siege (which has no effect except in Community Upgrade) and +2 Shots. But one shot weapons won't receive that bonus, and receive +20 accuracy instead.
- "Skyfire" is replaced with the Trait for "AA".
- "Gets Hot" gives you -3 ammo (not managed yet by the game)
- Weapons which cause Rending or other detrimental / weakening effects will instead receive the Terror trait.
- Weapons which hit from other sources (bladevanes etc) are translated into close combat weapons with a base Attack and a number of shots.
- Weapons which give bonuses to the model, and nothing else, will be translated into new unit variants (if it is an optional weapon) or base bonuses (if automatic), but will not appear as a weapon.
- Purchase price is from the tabletop. Rough conversion is 1 Tabletop cost = 5 Requisition, to keep things simple.
- The unit costs won't be balanced with the vanilla game, so all units from the vanilla game will also have separate versions in time.
- Many loadout options and variants are allowed by the TT.
- We want to propose as many as possible...
- ... but the objective is to have interesting loadout setups; while testing, we sometimes have to remove a loadout (a unit variant) because it just did not make sense gameplay-wise in the computer game.
- Some skills/powers/etc might not be convertible or will be lost and sacrified to the Ruinous Powers.
Other notes (ie Dark Eldar conversion)
- A large number of things are impossible to introduce "as is", so I took my own decision regarding these.
- For instance, Dark Eldar have access to Fleet, Combat Drugs or Pain Tokens.
- Fleet has been replaced by +1 Movement for some units, and is otherwise canceled.
- Combat Drugs have a large number of effects (bonus attacks, run chances, weapon skill ...). I decided that its effect will be +1 WS.
- Pain Tokens have a large number of effects, usually topping with Fearless. I decided to cancel this on normal units, and grant Fearless to elite units with access to Pain Tokens.
- Wych Dodge has been replaced by +1 Toughness. I could not separate range from close combat, so I split the bonus in two.
- Mandrakes will always have their Baneblast available (not awaiting a Pain Token), as they won't benefit from Stealth or Infiltrate.
- Unfortunately, Grotesque won't be able to Berserk.
- Talos Chainflails add 2 attacks instead of the best of a die.
I work on these items first!
Conversion of tabletop units and factions will follow.
The mod is a free and non commercial, artistic work
It makes use of elements copyrighted by Games Workshop (TM).
All rights are reserved to their respectful owners.
Games Workshop doesn't support the mod, or its author, and is in no way affiliated or related to them.
The mod or its author never received or asked for GW endorsement.
The mod also makes extensive use of arts, some of which may be covered by their own copyrights and license.
The purpose here is just to provide hobbyists with some non-commercial fun and entertainment.
In any case, links to GW references and stores will be provided to access the mod materials:
- Ork Faction: Codex 4th edition.
- Astra Militarum: Codex 6th edition.
- The Dark Eldar Codex (7th Edition)
Links and credits to art sources will also be made whenever possible.