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Chapter 4- Armory
Chapter 5- Combat
Chapter 5- Setting
Step 1.
The first step in playing the warhammer 40k pen and paper RPG
(henceforth refered to as 40k RPG) is picking out your starting character
class. This step is broken down into 2 sub-steps. 1A Pick your Faction 1B
Pick your model.
1a) Pick your faction. When picking your faction any opus that is
available to heralds of ruins is available as a player character with a few
small exceptions. 1. You may not select a Tyranid (this does NOT excelude
genestealer cult units with the exception of those GSC units that are actual
Tyranids IE Purestrain Genestealers, Broodlords, etc). If the faction has
ZERO core units that cost less than or equal to 20, you cannot chose that
faction.
1b) Pick a model from your faction that is listed in the core section
AND has a cost of 20 points or less. This 20 point cost is meant to be for the
BASE model. It's weapon cost does NOT play into this. If, for some reason a
model has a different cost across multiple opus, the points value from the
faction selected opus.
Step 2.
Now that you have selected your model it's time to determine their
starting weapons. A character takes the weapons listed in the equipment
section. Any entry that says, a model may replace X with Y, MUST take X.
The other weapons will be available to the character later on through
gameplay.
Step 3.
Once you have your model selected and your starting weaponry you
are ready to take the final step. Adding 1 wound. ALL player characters get
1 addionatal wound. This wound will carry through regardless of if/when
the character becomes a different model type through progression. This
one extra wound will always be represented with your character, period.
The cost to level up is the level number times 15. So to go from level
1 to 2 will cost 30xp (2*15=30) to go from level 9 to 10 will cost 150xp
(10*15=150). After Each level your XP reverts to 0. Any XP gained ABOVE
the need to level is lost. (This is to keep from one massive battle possibly
awarding multiple levels) Also any model that costs more than 10 points
costs extra points to level up. The cost is the difference between 10 and 20.
So if a model costs 20 points you will add 10 points to the cost of each level.
This added cost is removed if the player changes models. (The reason for
this is to help balance the difference between weaker starting models and
their lower point cost counter points. So while a Ork boy is weaker than a
standard tactical marine, he will level up slightly faster)
The second point that players will gain is Skill Points (refered to as SP
going forward). Skill Points are awarded in 2 ways. 1) at each level SP will
be awarded. 2) The gamemaster may award skill points for doing
something overly heroic or amazing. A character throwing a grenade into a
group of termigaunts, killing all of them could be seen as an heroic action so
the GM could award a skill point. Characters will gain 1 skill point at level 2.
Then 2 skill points every level after.
Skill points are used for a varity of things in the 40k RPG. Skill points
can be used to make your stats better (Taking your BS from a 5+ to a 4+).
Learning talents, and most importantly changing your character from one
model to another (going from a tactical marine to a terminator).
Changing Stats with Skill Points
You may spend your skill points to make your stats better. Every stat
on your character sheet may be made better at the cost of skill points.
There are 4 rules for changing stats, each applies to a different stat/set of
stats. 1. Stats besides Movement and Wounds may no be changed more
than 3 times, and no roll may be lowered past 2+. 2. Movement has a hard
cap of twice base movement. Wargear, points, or combination may not go
beyond this cap. If something WOULD increase you past the cap, it stops at
said cap. 3. Wounds have a cap of +5. This does NOT count the +1 from
being a player character. (Example. A tactical marine has 1 wound. It gets
+1 for being a player character and still may increase your wounds 5
additional times). The cost to improve a stat is 1st improvement 2, 2nd
Imrpovement 4 and 3rd improvement 8. For stats like movement and
wounds the cost remains 8.
Changing Models
When your model changes ALL of your stat gains transfer with the
following exceptions. No roll may may go below 2+. (If you already have
reduced your WS to 2+ from a 4+ and your new model has a 3+ it will
remain at 2+. Planning ahead is important as to not lose SP. BUT if your 1st
model has a 4+ WS, you level it once to 3+ and then your new model has a
3+ that level WILL carry over to the new model so you will have a 2+). The
cap in movement is twice your models base movement (this doesn't include
any wargear.) The cap on Wounds is 5+ model. (This doesn't include the +1
you get for being a player character. That is an additon to this 5+model
cap).
Skills in 40k RPG are obtained by spending skill points. Each skill has
an assocaited skill point cost. Some skills have a prerequisit skill that must
be obtained first.
2 SP skills
-Breacher: You can add 1 to wound rolls against targets that are obscured.
-Marksman: You can re-roll hit rolls of 1 when it makes a shooting attack
-Relentless: You doe not suffer the -1 penalty for shooting with a Heavy
weapon after moving in the preceding Movement phase, or for shooting an
Assault weapon after Advancing.
-Scanner: Once per battle,you can add 1 to all ranged hit rolls in this turn
-Steady Aim: Always count as readied in the shooting phase if the player
remained stationary in the movement phase OR made a normal move of
less than half it's movement charateristic in the previous movement phase.
4 SP skills
-Anatomist: Re-roll wound rolls of 1 for this model in the Fight phase.
-Assassin: (PreReq Marksman) You can re-roll wound rolls of 1 for this
model when it makes a shooting attack.
-Climber: When moving vertically (up or down) the distance is halfed (a 4"
wall only counts as 2" moved"
-Deadly Counter: (PreReq Extper Fighter) If any hit rolls of 1 or less are
made for a model’s attacks that target this character in the Fight phase roll a
D6. On a 5+, the model that made the attack suffers 1 mortal wound after
all of their attacks have been resolved.
-Extra Armor: Ignore AP charatristics of -1 for all attacks that target you.
-Exultant: (PreReq Frenzied) Opponents must re-roll hit rolls of 6 for models
within 3" of this character.
-Feigned Retreat: You may shoot or react even if you have fallen back or
retreated this turn.
-Field Medic: Roll a D6 when a friendly character within 3" of this model
suffers a wound, on a 6 that wound is not lost.
-Juggernaught: Add 1 to wound rolls made in the fight phase of the same
round in which it charged and ended it's movement with 1" of an enemy.
-Practised: You can re-roll one hit roll or wound roll for this model in each
battle round.
-Static Screech:(PreReq Scanner) Once per battle at the start of the Fight
phase, subtract 1 from hit rolls for enemy models that make attacks while
they are within 6" of the character until the end of the phase
-Trick Shooter: (PreReq Marksman) Character does not suffer -1 penalty for
shooting at a character that is obscured.
-Warrior Adept:(PreReq Expert Fighter) Add 1 to hit rolls in the Fight phase.
Warrior Born (PreReq Expert Fighter) Re-roll hit and wound rolls of 1 made
in the fight phase.
8SP Skills
-Deathblow:(PreReq Warrior Adept) Any wound rolls of 6 you make for this
model in the Fight phase inflict 1 mortal wound on the target in addition to
any other damage.
-Fearsome Warcry: (Prereq Bloodlust) Subtract 1 from hit rolls for attacks
made against this character in a turn in which it charged.
-Master Artsian: Pick one weapon this character has. It's damage
characteristic is increased by 1. (This decision is made when the skill is taken
and cannot be changed later)
-Mentor: Once per battle round, choose a friendly character within 3" of
this character to shoot in the Shooting phase –they can re-roll failed hit rolls
for that character until the end of the phase.
-Nerves of Steel: You can re-roll failed hit rolls when firing Overwatch.
-One With the Shadows:(PreReq Skulker) Any model targeting this character
while obscured during the shooting phase subtracts an additional -1 on it's
hit rolls.
-Precision Strike Melee (PreReq Warrior Born) When making a wound roll of
6+ during the fight phase inflict a number of mortal wounds equal to the
weapons damage characteristic. The attack sequence then ends (all
remaining wound/damage rolls aren't made and if your opponent hasn't
attacked they do not get to. The fight phase for these 2 models ends)
-Puritan:(PreReq Exultant) You can re-roll hit rolls in the Fight phase against
enemy models that do not have a Faction keyword in common with it.
-Skirmisher: (PreReq Swift) Your opponent(s) must subtract 1 from hit rolls
for shooting attacks that target the character if the firing model is more
than 12" and the character is unobscured.
-Unyelding Will: Character may attempt to deny the witch one time per
psychic phase. If they can already deny the witch they may make one
additonal deny the witch test per psychic phase.
Chapter 5:Combat
Unless there is a suprise attack each side rolls 2d6. (The players can decide
among themselves who will roll for their side) whoever rolls the highest
will have priority for the remaineder of the turn.
Phase 1. Movement. The side with Priority will move all their models.
Players MAY discuss their movement with one another UNLESS there is a
specific story reason why they could not communicate. A player may
decide NOT to move their model. If they do the model is readied. Readied
models get to act first during the shooting phase. A model who hasn't
readied can also advance. Which allows them to move twice their standard
movement but may not fire, charge, or fire overwatch. (Certain skills or
abilities may make it possible to do these things) Once all the priority side
is moved/readied the second side does the same. (Charging is NOT done
during the phase)
Phase 2. Psychic. Any models on the priority side my cast their psychic
abilities. On rolls of 1-1 the psychic ability does NOT go off and the caster
takes D3 mortal wounds. On rolls of 6-6 the ability DOES go off and the
caster suffers D3 mortal wounds. If at any point the D3 mortal wounds kills
the caster they explode. Dealing D6 mortal wounds to all models within 6"
of them.
Phase 3. Shooting.
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