Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Firestorm over Gladius BETA (Closer to Tabletop 8th Edition)
   
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20 Jul, 2020 @ 10:19am
12 Aug, 2020 @ 8:43pm
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Firestorm over Gladius BETA (Closer to Tabletop 8th Edition)

Description
8th Edition 'ere we goez!

Changes include unit costs and upkeep, unit sizes, unit stats, weapon stats, and etc. Costs are converted from a unit's Power points.

This mod is currently a beta and fundamental changes that may break your save games will occur frequently!

This mod is meant to be used with Immersive Unit Scale mod. Thank you /u/harbinger for doing the hard work! Don't forget to change mod load order and load this one before the Immersive Unit Scaling mod!

Come visit the official Gladius-Relic of War discord! It's pretty active and has a lot of people looking for pick-ups, balancing and modding discussions.[discord.gg]

Warning: This mod is still very much a WIP and tiny changes can break save-games. I apologize for this in advance but with the scope of things that need to be changed, we are still in the transitional phase of modernizing wargears, units, and abilities.

Load order:
FoG
Immersive Unit Scale
Whatever else you want as long as it does not change unit stats.




For more details on how conversions happen, see below:

The CRUNCH:

Cost and model count:
Costs and upkeep are based on power levels in the codex.
Power * 20 = Ingame cost and upkeep.


HP and Damage:
The damage tables in 8th changed which meant the damage/health ratio changed as well. It's now effectively linear whereas before it was exponential.
Old formula: Every other toughness level wound was double the health.
Ex: If T4 W1 was 10HP, T6 W1 would be 20HP. T8 W1 would be 40.
This made sense due to the damage tables because having +2S over an opponent's T would result in a 2+ to wound.

New formula: Everything is linear. Toughness * wounds = HP. In 8th, you'd only wound on a 2+ if you had double the strength compared to just +2S in 7th.

Templates and blasts:
Templates and blasts were removed in tabletop in favor of randomized number of attacks in 8th but I decided to keep them in this mod.
I see why they did this because it made games a lot faster for tabletop but it also destroyed a lot of the flavor in weapon profiles.
For example, a frag grenade is d6 attacks as well as a Battle Cannon when they used to be small blast and large blast.

Edit: HA! Blasts are back in 9th edition. Looks like even GW misses blast weapons.

Argument to remove templates:
It's faithful to 8th!
Arguments to keep templates:
Without templates, Vindicators suddenly becomes the equivalent of d6 lascannon shots regardless of whether you're shooting into 30 boyz or 1 Predator Tank. Loss of flavor and weapons become too similar.
This is just example but there are many others where a blast weapon cannot properly express its AoE nature because it became a d6 hits weapon.

Air Units:
Air units don't get their damage reduction anymore. In 7th edition, all units had to snapfire at them unless you had skyfire. In 8th, they're shot at like normal. Skyfire was also changed into +1BS vs Flyers, -1BS vs others. Technically skyfire itself was removed as a core rule but it's effects are still there for former skyfire weapons like Hydra Autocannons in the codicies.

Mortal wounds:
I never liked the idea of mortal wounds because it also removed a lot of flavor from attacks. If a macro-cannon that could shoot space ships out of the sky had a strength, AP and damage value, why not Spore Mines?
There's no easy way to convert mortal wounds to Gladius because everything has to translate to Hitpoints and 1 mortal wound on a T10 creature is not the same as one mortal wound on a T4.
Mortal wounds are currently modeled as S(2-10 depending on the roll required) D1 ignoring cover and armor. They additionally always reduce the HP of their target by 10%. There is no way to bypass invulnerable saves in Gladius currently.

Regeneration:
Due to wounds of different toughness being different values, most regeneration was scaled (or are being scaled as this mod is a WIP) to a % of max HP. For example, a Carnifex has 8 wounds. Its regeneration trait on tabletop regenerates 1 wound at the end of every turn or 1/8th of its max health. In Gladius, we ought to translate this to +12.5% HP a turn.
For simplicity, anything that heals 1 wound is equal to +10% HP since somethings have 8 wounds, some things have 11. In the future, we may spend some time to refine the details a bit more. It's a difference of some deserving +12.5% while some deserve 9.09%.

TODO:
Change costs based on power to points (But this is very time consuming)

Rename a lot of things. A lot of identical weapons/rules got their names changed.

Rework special abilities/Traits. A lot of abilities are still 7th edition. Anything with a damage value were updated.

Isolate weapon effects into traits and discard traits that are no longer used.
8th lost a lot of flavorful traits but kept their effects in the weapon description. For example, Tesla is no longer a trait but all Tesla weapons still have the "Rolling a 6 to hit means you deal 3 attacks instead of 1".

Random small fixes here and there. Please throw a comment if you see one! Whether it's something that's not 8th or something not functioning correctly, it would be greatly appreciated.

Balance problems:
This mod is currently in a very rough state with everything transcribed from Table Top 8th Edition but this has some issues because we're not playing on a table top. There are some mistranslations due to hex grid and game engine of Gladius. For example, on tabletop, you could rarely get more than 15 out of a 30 ork boyz mob to engage in close combat but every single ork boy is able to attack in Gladius (90 melee attacks + 30 pistol attacks!). Being able to stack attacks like that on tabletop would be every ork player's spore dream.
There's also an issue with hero sniping because Heroes occupy a single hex and look-out-sir doesn't exist so when a giant mob of 30 guardsmen point their flashlight at a hero, that hero tends to vaporize.
Popular Discussions View All (1)
1
11 Aug, 2020 @ 2:52pm
Grenades on heroes, yay or nay?
Triarii
12 Comments
=][=Holy=][=Saint=][=Knight=][= 1 May, 2022 @ 3:41pm 
complete this gg mod plz
Zenny 9 Mar, 2021 @ 9:55am 
This seems like a really cool mod! Do you think it would still work? Whenever this is checked in the mod section,I get the following error when I tried to open Gladius:
22 SIGABRT.
MorallyGray 21 Sep, 2020 @ 9:15pm 
The audio for melee is oppress
Triarii  [author] 24 Aug, 2020 @ 1:10pm 
Thank you!

I've noticed the orks stomping on everything too with massed killakanz or other nonsense. I think it's because of their factional trait where they gain resources with every attack and kill while having the exact same resource buildings as other factions.

As far as faction abilities go, the theme has just been "feel like an unrestricted badass" but I'll try to refine it after finishing up major unit specific details.

Maybe it'd be a good idea to double down on the way orks get influence and ore by reducing their building resource output and make them more reliant on fighting and killing to build stuff. No self respektin greeksin would be caught ded wearing a miner hat and pickax.
Möykky 19 Aug, 2020 @ 3:52am 
This is a great mod! I love the idea of it and hope that you will find time to some day finish it. For now you probably know already but at least when controlled be the AI, orks are really OP. I have had a couple of test games and every single time the orks have massive army that can easily take on every other faction at the same time. I have no idea why, but they are almost all 10+ veteransy units as well. I don't even dear to think of the work that needs to go in balancing this mod. I wish you all the luck though. This is awesome start :)
Triarii  [author] 12 Aug, 2020 @ 2:05pm 
Ok, gave them the equivalent of having 10 transport cargo space until a rhino can be added. Focused on transcribing things to 8th before trying to introduce new units.
Kylljoy-LSG 11 Aug, 2020 @ 10:33pm 
I mean the tabeltop says and the purpose of the mod is to make it like the tabletop. That being said maybe look into making a Rhino? I dunno honestly
Triarii  [author] 11 Aug, 2020 @ 2:41pm 
That's a bug! Sort of.

Transport slot is 1 slot for every 10 models it can fit. Razorbacks can transport 6 models which works for vanilla because squads are small but technically you can't fit a squad of 10 marines into a Razorback. Have to use rhinos for that.

Should we let 10 men squeeze into a razorback anyway or not let razorbacks transport anything because they can only transport 6 men?
Kylljoy-LSG 11 Aug, 2020 @ 1:36am 
Is the razorback unable to transport?
Triarii  [author] 4 Aug, 2020 @ 9:13am 
Oh shoot, you're right, that's some serious borking. That's a big. It should be healing 10% of the HP (based on max HP) but it's healing for 10% of the remaining HP.