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 The Laws Of Terra., Rules For The "Dies Irae" Heresy Game.
Izaak.
Posted: May 9 2010, 01:37 PM
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Regimental Sergeant Major
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Group: Warmaster
Posts: 3,623
Member No.: 921
Joined: 25-October 06



The Stats.

Initiative.
This is how fast the character can move and react to situations.

Attack.
This is how able the character is at attacking enemies both shooting and assault. The number represents the minimum dice value for the attack to be a successful hit.

Defence.
This is how well armoured the character is , or how quickly they can dodge attacks etc. Some weapons or wargear may increase or decrease a character’s Defence. The defence stat is the minimum dice value needed inflict a wound on a character. This serves as both a to wound and armour save roll.

Wounds.
This is how much damage the character can tale before they are unable to fight. Wound values are lost after a hit has caused a wound or after a failed cover save. There are no armour saves.

Wargear.
This is what the character is carrying. Normally weapons , but sometimes specialist equipment. Characters will have 4 weight to spend on wargear. Wargear assigned to them as part of the mission does not count towards the wargear limit.

Loyal / Rebel.
This represents the inner struggle of the character as the world around them falls apart in the heresy.

The characters actions and speech during the role-play will alter their loyal / rebel levels , which will always be shown as a percentage.

The levels will not be shown publicly , and only the G.M will ever know the exact levels at any given time.
A player may request them if they wish. But this must be done during the Role-play , by suggesting that the character is looking inside themselves to understand how they feel about the betrayal of Horus.

For every 20% of rebel that the character gains , a d6 will be rolled on the following chart , with the results applied immediately.
[So a roll will be made for 20 , 40 , 60, 80 , and 100% rebel stats.]

1. +1 Attack In Melee.
2. +10 Meter movement speed.
3. +1 Initiative.
4. +1 Wound.
5. +1 Defence.
6. +1 Heroic Point.


This represents the character becoming influenced by the power of the chaos forces. These “gifts” will be lost if the characters rebel% falls below the 20% mark.

Should the character gain a rebel level above 40% , their body will start some minor changes. But these will not be shown outside of their power armour.

Should the level raise above 80& minor changes will appear on their armour , with major changes happening to their body.

Major changes to both will happen at 100%

There is no reward for high loyalty levels , Loyalty to the Emperor is it’s own rewards.
Will you be tempted by the powers of betrayal , or stay loyal ?


Heroic Points.
These points allow the character to carry out heroic actions.
Heroic actions are just like normal actions , but far more powerful. Each heroic action “costs” 1 heroic point to use.

The heroic actions are :

Perfect Shot : All shoot actions will automatically hit.
Expert Aim : All shoot actions will re-roll the defence roll.
Deadly Swing : All Melee actions will automatically hit.
Expert Strike : All Melee actions will re-roll the defence roll.
Killing Blow / Shot : All attacks that hit the enemy will do x4 wounds. [Must choose either Melee attacks or Shooting.]
Courage Under Fire : The character will take no damage this turn.
Take The Fight To Them : Characters Initiative is doubled.

All of these actions only last for the turn they are called. After this the character returns to normal.

This post has been edited by Izaak. on May 9 2010, 04:50 PM
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Izaak.
Posted: May 9 2010, 01:45 PM
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Regimental Sergeant Major
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Group: Warmaster
Posts: 3,623
Member No.: 921
Joined: 25-October 06



Actions.
Each turn a character may make as many actions equal to their Initiative stat.

The list of actions is :
Move ; The character will move position to any location within their move distance.
Cover ; The character will make use of any cover available to them.
Shoot ; The character will fire a weapon once.
Fire And Manoeuvre ; The character will make a move action and a shoot action at the same time. But their aim will be lessened.
Re-load ; The character will re-load the ammo of one weapon to full.
Melee ; The character will make two attacks in close combat.
Over-Watch ; The character goes onto over-watch for the enemy turn.
Special ; The character will make use of one item of equipment that requires a special action.

Moving.
For each move action the character may move 20 meters in any direction. Some terrain features may slow some characters. This will be listed on the map key.

There is no limit on the number of Move actions a character may use per turn.

Shooting.
For each shoot action, the character may fire one burst from any weapon listed in their equipment list.
They may fire at any target within range that is visible to the character.

One D6 is rolled for every burst value of the weapon fired.
[For example , if a Boltgun was fired [Burst value 2.] two D6 would be rolled.]
Each D6 result that is equal or higher to the characters Attack stat is successful.

Each successful attack is then rolled again against the enemies Defence stat.
If the D6 is equal or higher than the enemies Defence stat , the attack is successful and the enemy will take -1 wound.
For each shoot action carried out by a character , the Ammo value of the weapon fired will be reduced by one.
A weapon that has had it’s ammo reduced to Zero may not fire until it is re-loaded.
[Example , a Boltgun [Ammo value 6.] may be fired 3 times at burst 2 , after this it must be re-loaded using a re-load action before it can fire again.]

A D6 roll of 1 will always fail , while a 6 will always succeed.

There is no limit on the number of Shoot actions a character may use per turn.

Fire And Manoeuvre.
The character will carry out a move action and a shoot action at the same time.
All shows made by the character suffer -1 to their attack stat.
[E.G for the first Fire And Manoeuvre action a Marine makes , their attack stat would become 3 , for the next F&M action their attack stat would be 4 , etc.]

Re-loading.
For each re-load action the character may re-load one weapon.
This will bring it’s ammo value back to full.
[Example , a Boltgun that has been fired 2 times would have ammo 2/6. A single re-load action would bring it to full ammo. [6/6]]

A character may only make one Re-load action per game turn.

Melee.
For each Melee action the character will make two attacks at any targeted enemies in the same grid.

The attacks are carried out exactly like shooting, except that no weapons are fired.
Instead each Melee action rolls 2D6 against the characters Attack stat.

Melee weapons will automatically be used if a character has them in their equipment list.

Melee attacks ignore cover.

The character with the highest initiative will attack first.

There is no limit on the number of Melee actions a character may use per turn.

Over-Watch.
The character may choose any map grid location within line-of-sight and range of their weapon.

A character that makes any actions after Over-Watch will lose their Over-Watch status.

If any enemy unit moves between the character and their chosen grid location , the character will make 1 shoot action at them.
The character will fire at every enemy unit , in whichever order they appear to them in.

Cover.
For each Cover action the character will make use of any cover they are within 10 meters of them.

Cover gives the character a chance to save each wound they take from any shooting attack.

This save will be between 2 and 6. Each time the character is wounded while being in cover, one D6 is rolled. If it is equal or higher than the cover value the wound taken is ignored.

Cover saves may not be taken against wounds inflicted from Melee attacks.

There is no limit on the number of Cover actions a character may use per turn , but the save bonus will never stack.

Example Cover :
Tank Traps : 5+
Fences : 5+
Walls, Door and Window Frames : 5+
Woodland : 4+
Craters : 4+
Rubble : 3 +
Armoured Vehicles. 2+

Special.
For each Special action the character may make use of one item of wargear that can only be operated by using a Special action.
See the equipment list for details of this action.
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Izaak.
Posted: May 9 2010, 01:54 PM
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Regimental Sergeant Major
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Group: Warmaster
Posts: 3,623
Member No.: 921
Joined: 25-October 06



Wargear And Weapons.

Ranged Equipment List ; Imperial :

Combat Knife. Range: Thrown. 20 Meters. Ammo: 1/1 Burst 1. Special: None. Counts as regular attack. May be retrieved by using a Special Action.

Bolt Pistol. Range : 50 Meters. Ammo : 4/4. Burst 1. Special : None.
Weight 1.

Plasma Pistol. Range : 50 Meters. Ammo : 4/4. Burst 1. Special : -3 Enemy Defence. Each attack roll of a “1” will attack the character firing the weapon.
Weight 1.

Boltgun. Range : 100 Meters. Ammo : 6/6. Burst 2. Special : -1 Enemy Defence
Weight 2.

Combi-Bolter. Range : 100 Meters. Ammo : 9/9. Burst 3. Special: -1 Enemy Defence. May Fire And Manoeuvre without negative modifier.
Weight 2.

Heavy Bolter. Range : 150 Meters. Ammo : 12/12. Burst 4. Special : -2 Enemy Defence
Weight 3.

Auto-Cannon. Range : 200 Meters. Ammo : 8/8. Burst 2. Special : -4 Enemy Defence. May not “Fire And Manoeuvre"
Weight 3.

Heavy Flamer. Range : 40 Meters. Ammo : 2/2 Burst 1. Special : -4 Enemy Defence. Wounds Inflicted x3. Ignores cover saves. All enemies in grids between character and target grid are automatically hit , no attack roll required.
May Fire And Manoeuvre without negative modifier.
Weight 3.

Flamer. Range : 40 Meters. Ammo : 2/2. Burst 1. Special : -2 Enemy Defence. Wounds Inflicted x2. Ignores cover saves. All enemies in grids between character and target grid are automatically hit , no attack roll required.
May Fire And Manoeuvre without negative modifier.
Weight 2.

Plasma Gun. Range : 100 Meters. Ammo : 4/4. Burst 2. Special : -3 Enemy Defence. Each attack roll of a “1” will attack the character firing the weapon.
Weight 3.

Meltagun. Range : 50 Meters. Ammo : 4/4. Burst 1. Special : -6 Enemy Defence. Wounds Inflicted x4.
May Fire And Manoeuvre without negative modifier.
Weight 2.

Melee , Armour & General Equipment List ; Imperial :

Chainsword. +1 Attack in Melee.
Weight 1.

Power Weapon. -2 Enemy Defence in Melee.
Weight 1.

Power Fist. -4 Enemy Defence in Melee. Wounds Inflicted x2. Character -2 Initiative For Determining Who Attacks First In Melee.
Weight 2.

Lighting Claw. -3 Enemy Defence in Melee.
Weight 2.

Pair of Lightning Claws. -3 Enemy Defence in Melee. x2 Attacks In Melee.
Weight 3.

Storm Shield. +3 Player Defence in Melee.
Weight 2.

Combat Shield. +1 Player Defence in Melee.
Weight 1.

Narthecium. Requires a Special Action to use. 1 Character within 10 meters may have 1 wound restored when used. May only be used once per turn. A Character may not gain more than wounds than their starting total.
-1 Enemy Defence in Melee.
Weight 1.

Servo-Arm. Character will make one free Melee attack action per turn using the Servo Arm. These attacks have a -5 Defence , x2 Wounds and will always attack last.
Using a Special Action the character may move normally immoveable objects and gain bonuses for similar tests.
Weight 1.

Auspex. Requires a Special Action to use. All life forms within 60 meters, in all directions, are revealed to the squad. The size, movement, and possible type of life forms will be described in the GM update.
Weight 1

Grenades.

Frag Grenade. Range : 30 Meters. Ammo : 4/4. Burst 1. Special : -1 Enemy Defence. -1 Cover Save. 3D6 Enemies In Gird Are Hit. Excess Wounds Carried Over.
Requires A Special Action To Use. Can’t be re-loaded.

Krak Grenade. Range : 30 Meters. Ammo : 2/2. Burst 1. Special : -3 Enemy Defence. -2 Cover Save. 2D6 Enemies In Gird Are Hit. Excess Wounds Carried Over.
Requires A Special Action To Use. Can’t be re-loaded.

Melta Bomb. Range : 30 Meters. Ammo : 2/2. Burst 1. Special : -6 Enemy Defence.
-2 Cover Save. 1D6 Enemies In Gird Are Hit. Excess Wounds Carried Over.
Requires A Special Action To Use. Can’t be re-loaded.

Special Ammunition.

Heavy Bolter ; Hellfire Rounds. Range : 150 Meters. Ammo : 8/8. Burst : 1. Special : -2 Enemy Defence. Any enemies in the same grid as the enemy targeted are also hit by the shot.
Re-Loads : 2.

Boltgun ; Frag-Storm Shells. Range : 60 Meters. Ammo : 6/6. Burst 3. Special : May Fire And Manoeuvre without negative modifier.
Re-Loads : 2.

Boltgun ; Inferno Bolts. Range : 100 Meters. Ammo : 6/6. Burst : 2. Special : -1 Enemy Defence. All defence rolls may be re-rolled.
Re-Loads : 2.

Boltgun ; Armour Piercing Bolts. Range : 130 Meters. Ammo : 6/6. Burst : 2. Special : -2 Enemy Defence
Re-Loads : 2.
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