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The Rule of 5

Design an RPG in 24 hours. Talk about it for a lifetime. Hosted for 24hourrpg.com
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The Rule of 5

Postby bal3000 » Sun Apr 17, 2005 3:21 am

Since i can't seen to contact the author directly i'm just gonna post here.
In short i really like the simple core rules of The Rule of 5.
After i'd read the game i realised that while the "backround" was vague to the point of utter irrelevence ( with the exception of the Control Gloves - liked them loads :twisted: ), the rules could easily be adapted to simplify various systems, both rules and backrounds, into a very neat and workable framework.
The two that came to my mind straight away were the Warhemmer 40k universe and a world/system taken from the D'N'D Expanded Psionic Handbook.
I'm going to do these up myself anyways and i'll probably post what i feel works for me at a later date - and if I could get more info on how those Control Gloves are supposed to operate i'll be very much obilged. :D
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Postby Penbot 2004 » Tue Apr 19, 2005 9:23 pm

I liked the mechanics of Rule of 5 as well. The original text of the rules was a bit chunky. But after looking through it a few times, the ideas appear useful and fun. I even thought of editing the typos in the game for Tad. But if he's m.i.a. why would i want to do that? (Recently noticed a typo/grammar error in my own 24Hrpg.)

I swear I'm gonna get my group to play test the Rule of 5 soon! Ah, at the end of the month in fact.

I'm gonna change my sig soon too. I promise!
"Not 'a child at heart,' just childish." Penbot 2004
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rule of 5-40k part 1

Postby bal3000 » Thu Apr 21, 2005 6:26 am

here goes nothing...

RULE OF 5 in the WH40K universe

CHARACTERS - All characters are SPACE MARINES. For the sake of this set of rules ( and the fact that I intend to rule for more esoteric Chapters ), the characters will belong to the Ultramarines or one of their later founding Chapters such as the Nova-marines, White Consuls, Inceptors etc. Unless stated to the contrary RULE OF 5 / WARHAMMER 40K follows the rules as stated in the Rule Of 5 rules.

Each MARINE is armed with a the following equipment -

Power armour suit, Bolt gun, Bolt pistol, Combat knife, 1d6 FRAG grenades and 1d3 KRAK grenades

Two MARINES from the squad will each be armed with a flamer or a plasma-gun or a melta-gun. Each of these weapons will have enough ammo for 2d6 shots.

One Marine from the squad will be armed with a heavy bolter or a missile launcher with 2d6 FRAG and 1d6 KRAK missiles or a LASCANNON.

One other MARINE may swap his bolt pistol for a plasma pistol.

All additional MARINES receive an additional 1d6 FRAG grenades.

Each MARINE has 12 Life Capacity Points (LPC).
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Postby bal3000 » Thu Apr 21, 2005 6:30 am

rule of 5 in the WH40k universe pt2

MOVEMENT - Each MARINE can move 20 metres per round and still attack another enemy in hand-to-hand combat. Whether movement effects shooting depends on the type of weapon being fired.Moving over difficult terrain such as rubble, swamp, etc., halves all movement.

SHOOTING - To hit with a shooting weapon requires a number of successes equal to the range increment of the weapon being used.

A PISTOL weapon or grenade has range increments of 10 metres, an ASSAULT weapon has increments of 20 metres, a RAPID FIRE weapon has increments of 40 metres and HEAVY WEAPONS have range increments of 80 metres.So for example, to hit a target at 50 metres is out of range for a PISTOL weapon, requires one success for a HEAVY WEAPON, requires two successes for a RAPID FIRE weapon and three successes for an ASSAULT weapon.

A PISTOL weapon can be fired regardless of whether a MARINE moves or not.

A RAPID FIRE weapon may be fired if the marine moves at a reduced range increment equal to a PISTOL or at its normal range increment if the MARINE does not move. Bolt guns and plasma guns are RAPID FIRE weapons.

An ASSAULT weapon may be fired at the same range increments whether the MARINE moves or not. Flamers and melta guns are ASSAULT weapons.

A HEAVY WEAPON cannot be fired if the MARINE moves that round. Heavy bolters, las-cannons and missile launchers are HEAVY WEAPONS.
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Postby bal3000 » Thu Apr 21, 2005 6:33 am

rule of 5 in the WH40K universe pt3

COVER - If an enemy is behind cover such as a wall, doorway, piping, wrecked vehicle etc. but can be seen to be fired at, the roll is 1d6 for zero, one or two successes. ASSAULT weapons ignore cover.

BLAST WEAPONS - FRAG grenades and FRAG missiles are BLAST weapons. The shooter, if he hits with a blast weapon, can roll for damage for all targets individually within 2 metres radius for a FRAG grenade and 5 metres radius for a FRAG missile.

BURST WEAPONS - BURST weapons can hit more than one target when fired at close range. Every enemy within 5 metres of the target gives the shooter a 1d6 roll to hit them if they can be seen by the shooter. A heavy bolter is a burst weapon.
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Postby bal3000 » Thu Apr 21, 2005 6:40 am

rule of 5 in the WH40k universe pt4

SHOOTING DAMAGE - A 2d6 roll is made to determine damage when a hit is scored. The # listed is the damage inflicted per success.

FRAG grenade 3
Bolt pistol, Bolt-gun, Flamer, FRAG missile 4
Heavy bolter 5
KRAK grenade 6
Plasma pistol, Plasma gun 7
Melta gun, KRAK missile 8
Las-cannon 9

(edit) a KRAK grenade roll to hit is done with 1d6 for 0 , 1 or 2 successes.

MELTA GUNS - melta guns fired at 1d6 to hit for 0 , 1 or 2 successes do 12 damage per success on their damage roll.

PLASMA WEAPONS - v.unstable. On a 2d6 firing roll with no successes the weapon overheats and explodes causing a 2d6 damage roll with 7 damage per success.

DAMAGE REDUCTION -A 2d6 roll is made for the MARINES power armour when damage is taken either from shooting weapons or hand-to-hand combat.Each success reduces the damage by 4 points.

DEAD? - At zero LPC the MARINE enters a state of suspended animation which keeps him alive and allows him to be revived up to 2d6 days later.
2d6 is rolled should the MARINES LPC is reduced to minus figures. Each success reduces the minus figure by one. If this still results in a minus figure the MARINE is dead. All other creatures die at zero LPC
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Postby bal3000 » Thu Apr 21, 2005 6:43 am

rule of 5 in the WH40k universe pt5

HAND-TO-HAND COMBAT - 2d6 is rolled for damage after a hit is inflicted. Each success causes 2 points of damage if the MARINE is unarmed and 4 points of damage if the MARINE is using his combat knife or bolt pistol.

LOW AMMO - Ammunition is not counted with regard to bolters .Instead after every round that these weapons are used 2d6 is rolled. On a roll of a double five ammunition for the weapon used that round has only 2d6 bursts/shots left.
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Postby bal3000 » Thu Apr 21, 2005 7:00 am

rule of 5 in the WH40k universe pt6

THE ORKS- the average has 8 LPC and is armed with a SHOOTA (rapid fire, damage 4), SLUGGA (pistol,damage 4), CHOPPA (hand to hand, damage 4). One in four ORKS will be armed with 1d6 STIKKBOMBZ (FRAG grenades). ORK armour has a damage reduction of 1 per success.An ORK hitting with fists/feet does 2 damage per hit. ONE in ten ORKS will be armed with either a BIG SHOOTA (assault, damage 5, burst) or a ROKKIT LAUNCHER ( assault , 8 damage).

For every ORK there is usually 2 to 4 GRETCHIN hanging around. GRETCHIN have 4 LPC and are armed with BLASTAS (pistol, damage 2). a gretchin hitting with fists/feet/knife does 1 damage per hit.

All ORKS and GRETCHIN follow a varient of the LOW AMMO roll. Every time an ORK or GRETCHIN fires, roll 2d6. On a double 5 the ORK is out of ammo completly.All ORKS andGRETCHIN have a movement of 20 metres per round.
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Postby bal3000 » Fri Apr 22, 2005 5:59 am

rule of 5 in the WH40k universe pt 7

ORK WARBOSS and retinue - the biggest and meanest ORK always leads the BOYZ. the WARBOSS has 16 LPC, is armed with a SHOOTA, SLUGGA and CHOPPA and wears the best "armour" that his MEKBOYZ could assemble ( reduce damage 3 ). His bodyguards are standard ork, but he will always have a MEKBOY ( ORK mechanic/inventer/ ), MAD DOK
( ORK "medic" ) and WEIRDBOY in tow.

MEKBOYS will be covered in the SKILLS rules. the MAD DOK has the ork skill of PATCH-UP. Each success rolled heals 1 LPC. however because MAD DOKS are often no better than butchers no successes causes 1d6 LPC damage ( and totally painful as well. no anesthetics ). WEIRDBOYS are ORK psychics with uncontrolable flashes of destructive energy called PSYCHIC STOMP. This will happen every 1d6 roundsin the presense of nonORKS and causes 1d6 damage to every nonORK within 100 metres who fails his conflict roll with the WEIRDBOYl. there is no armour roll to reduce this psychic assault damage.
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Postby bal3000 » Mon Apr 25, 2005 1:49 am

rule of 5 in the WH40k universe pt 8

Average DARK ELDAR - 6 LPC - movement 30 metres.

all DARK ELDAR folow the same low ammo rule as the ORKS.

DARK ELDAR ranged weapons -
Blaster - assault , 8 damage
Dark lance - heavy , 8 damage
Disintegrator - maximum fire - heavy , 7 damage , blast 5 metres radius
Disintegrator - sustained fire - heavy , 4 damage , burst
Shredder - pistol , 6 damage , blast 2 metres
Splinter cannon - assault , 4 damage , burst
Splinter pistol - pistol , 3 damage ,
Splinter rifle - rapid fire , 3 damage
Stinger -pistol , 1 damage
( anyone who actually takes damage from a stinger dies automatically and explodes the next round. This causes 2d6 damage to all within 2 metres but an armour reduction roll is allowed)

Terror-fex - pistol , 1 damage , blast 2 metres
( anyone who takes damage from a terrorem must make a 2d6 conflict roll .Failure results in hallucinations for 2d6 rounds and the victim can do nothing till they pass )
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