Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Tabletop Gladius (W.I.P)
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372.076 MB
9 Jul, 2020 @ 10:55pm
4 Oct, 2024 @ 9:24am
90 Change Notes ( view )

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Tabletop Gladius (W.I.P)

Description
DISCLAIMER: This mod is a work in progress, there are unfinished additions and many proof of concept items in the game. It is not "balanced" and is not intended for competitive play.

Patreon now open! See bottom for link!


Introduction
Welcome to Tabletop Gladius, a one man ambitious total conversion project to add the tabletop game of 40k to Gladius. This mod is currently in development so expect bugs but if encountered let me know, every pointed out bug is one I can kill. This mod aims to add all tabletop rules and function to the game of Gladius. As of right now you can expect all new game mechanics, skills, and units. Among these new mechanics are the charge and fight phase, running, changes to overwatch, and reinforcing squads up to codex maximum. The mod also aims to add missing units for faction rosters such as the AM Wyvern, or the Ork Stompa, which comes with a variety of new skills and interactions with heroes and more.
I am currently undergoing a massive restructure to the mod so much of what once was part of the mod has been removed mainly all unit variations, but base new units remain. Along with this I am working on an advanced psyker system allowing you to choose disciplines, pick spells, and deny the witch. Once all these mechanics are in play I will turn my focus to terrain, and its impact on all units and move speeds. Currently being developed and implemented are the mechanics for look out sir, running, terrain effects including difficult, and dangerous terrain and unit type functionality in those terrains such as vehicle immobilization, and more.


Additions to the game

Terrain: This is the newest mechanic and is only fully implemented for tracked vehicles. Terrain is now considered rough and or dangerous. For vehicles they may find that rough terrain its bad on their drive train and such the rough terrain is considered dangerous. Rough terrain simply slows you down, but dangerous terrain forces you to make a dangerous terrain test resulting in a 16% to lose a wound per model involved. Infantry are currently only effected by terrain such as wire weed, but forests and mountains will quickly immobilize tanks.

Expanded Rosters: Each faction has been bolstered by 6+ units each. These units were variations of missing units such as the Hell Hound, or Shrike. Each of these new units also has the new mechanics, so they fit seamlessly into the game.

New Mechanics:
-Melee combat as it currently stands now has charge and fight phases. Whenever a unit enters base contact with an enemy they can mark that unit for a charge, which ties that unit and any others nearby in melee. This is shown by puffs of smoke, and the sounds of battle surrounding these units. This then allows them to use melee weapons as well as gaining an additional attack for the charge. If the charged unit wishes to disengage they will have to do so with the penalty of sweeping advance a condition where the enemy attacker harasses the fleeing unit scoring extra kills this is represented by a loss of 30% total hp which means that some unit can be entirely wiped out by sweeping advance. Likewise once combat is finished an attacker can declare a consolidation move which ignores overwatch and allows the attacking unit to move one space and engage another enemy for free.

-Movement: This one is in the works but with Table Top accuracy in mind there will be new functionality and mechanics tied to movement. For now all units movement has been reduced to 1 with exception of those with movement traits as those have not been addressed. However, each unit has received the Run skill. This action allows the unit to move an additional space by sacrificing their attack. Later each unit type will receive a move mechanic as follows...
-Infantry: 1 movement space, can run to ignore initial movement penalty for terrain. Gains benefits of cover for terrain, will suffer casualties in dangerous terrain.
-Tracked Vehicles: 1 movement space base, can move tactical speed for 2 space and fire main gun at full accuracy and extra guns at snap fire (16% accuracy or 6+), or move 3 spaces at flat out speed firing main gun on snap fire, when encountering rough terrain at anything over combat speed (1 space) the vehicle will be immobilized by the terrain and cannot move until repaired, the vehicle can repair itself if there are no enemies within attack range, however vehicles do gain the benefits of cover. Dangerous terrain will not damage tracked vehicles but will immobilize them if they are going above combat speed.
-Walkers: 1 movement base, but ignore all terrain disadvantages, gain the benefits cover. (I will need to check for their extra rules)
-Skimmers: 3 movement base, but count all rough terrain as dangerous terrain, and do not benefit from cover bonuses, but can jink at the end of their turn to gain a 4+ or 50% invulnerability save at the cost of snap firing all weapons the next turn. If the Skimmer is moving at turbo boosted speeds and enters rough terrain the skimmer has suffers 50% hp loss in damages as it hits the rough terrain.
-Bikes: 2 base move, can turbo boost but suffer the same terrain disadvantages as infantry.
-Flyers: 4 base move and must move 4 spaces or stall. Once stalled the pilot will crash the following turn and be destroyed, but will deal crash and burn damage to all units in nearby spaces. The only exception to this rule is units that can hover. Hovering flyers base move is reduced to 1 they cannot enter terrain features and lose hard to hit and turbo boost rules.

-Weapons and wargear: As part of the revamp for research and upgrades there will be a new unit customization tree. Each unit will unlock new weapons and wargear options that they can purchase and deploy. For example if you want a guardsman squad with a plasma gun and heavy bolter with a sergeant with a power axe and bolt pistol and a vox caster...just buy the upgrades on the unit card and you got it. This is currently in a fledgling state and is going to be reshaped as needed and is not implemented on every unit atm. For the full scale of the options check out the Renegade Guard faction.



Latest News

-The latest update has removed all unit variations for preparation of my new equipment system which some units have already been implemented with. This will allow all units to buy upgrades and truly customize their loadouts with an in depth system of purchase skills. That being said this latest update has re-scaled the game again to fit all units at max size within a single hex.

Works In Progress:
-Finish up the Renegade guard unit and upgrade roster than finish their story.
-Part of the roster will be psychics so I will have to make a few new psychic disciplines as well.

Aspiring Projects:
-Psychic Disciplines: This is a big project and I've been putting some work into it, so far Biomancy, Broodmind, and Divinaiton are done...kinda. I'm getting better at skill making so I have learned some crazy tricks I can use now.

-Faction Specific abilities: Every faction has their special gimic. I am going to add them. Guard will get Orders, Tau will get markerlight tokens and better "For the Greater Good", Chaos will be able to summon demons or become them, Orks will have color effects (In game not cosmetic sorry), etc.

Setting up a donation system. I’ve put a lot of work into this and would very much appreciate any donations.
PayPal: https://www.paypal.me/TanisAylworth
Venmo: @Tanis-Aylworth
Cash App: $Tanisaylworth
Patreon: https://patreon.com/user?u=79409347&utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=creatorshare_creator

Questions or problems join the discord.
https://discord.gg/3KbgvkU37a
Popular Discussions View All (4)
47
30 May, 2023 @ 5:11pm
Bugs and Incorrect Values!
Drragen
5
26 Jul, 2021 @ 4:36pm
Unit scaling, squad spacing, unit clipping?
Drragen
0
14 Jul, 2020 @ 2:44pm
Wound Scaling?
Drragen
228 Comments
Drragen  [author] 29 May @ 1:18pm 
@chase I've never made a compat for those mods. Sorry, however, I am currently rebuilding the mod for 8e rules and once complete I could look into a compat for mods of others choosing.
Chase Mate 28 May @ 6:22pm 
Hey does this work with Heretic Astartes and children of Asuryn + Chapters of imperium 1 & 2
Drragen  [author] 9 Jan @ 10:06pm 
I certainly have thought about economy, but I am currently slammed as per my schedule and development has halted.
Orionox 8 Jan @ 12:20am 
do you plan on messing with economy at all? because it would be cool if the tyranids started to primary rely on consuming tiles to power their economy.
ceannbui 6 Jan @ 11:36am 
looks very interesting. will download and give it a whirl
Drragen  [author] 24 Sep, 2024 @ 1:01pm 
Well tbh I've been hearing about crashes but non of them have given me reports or any clue as to what is causing it. I am however, completely reworking the mod from the ground up since I was running into formatting issues with the previous few updates. Please join the discord and post the error log if you wouldnt mind.
BasharТарбуз 20 Sep, 2024 @ 11:41pm 
this mod looks really promising but i dont know why it is crashing my game
Drragen  [author] 6 Aug, 2024 @ 6:10pm 
@Sez I am unfamiliar with the mod, however any addon mechanics that I have made will not be compatible.
Sez 6 Aug, 2024 @ 8:27am 
Are these compatible with the Heroes of legend mods?
Drragen  [author] 28 Jun, 2024 @ 10:33am 
@M311DOWN Those phases have been added. Due to how turns work in game charge, fight, and shooting phases all happen during the same "Phase" however once engaged there will be a dedicated fight only phase.

@xDeathxCompany I have taken the undertaking of rewriting the mod due to a change in how the DEVs made certain conditions require to be met. The downside is that I have to start over. The Plus side is that I have been able to make a cleaner more streamlined version of what already existed including smoother Melee, better menus, and increased unit options and flexability.