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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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Postby bal3000 » Mon Apr 25, 2005 2:05 am

rule of 5 in the WH40K universe pt 9

DARK ELDAR troops -

all DARK ELDAR wear mesh armour ( 2 damage reduction per success ) unless otherwise stated.

WARRIORS - all warriors operate in squads of 10 to 20 are armed with splinter rifles and combat blades ( 3 damage per success ) . one in ten warriors will be armed with a SHREDDER Or a BLASTER. one in ten will be armed with a dark lance or a splinter cannon.

HELLIONS - hellions each have a SKYBOARD and a HELLGLAIVE and operate in squads of 3 to 10. a skyboard allows a speed of 50 metres per round and ignores difficult terrain. a hellglaive acts as a two handed polearm ( damage 4 per success ) or a splinter rifle. one hellion per squad may be armed with a SHREDDER or a BLASTER.

SCOURGES - all scourges are armed with splinter rifles in squads of between 5 and 10. one in five will be armed with splinter CANNONS and one in five will be armed with DARK LANCES.SCOURGE WINGS allow the scourges to move up to 100 metres per turn. they may in this turn fire on opponents from the mid way distance ( i,e, the highest point) ignoring opponents in cover that does not have a ceiling OR attack in hand to hand combat BUT not both. Scourges ignore difficult terrain.
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Postby bal3000 » Mon Apr 25, 2005 2:27 am

rule of 5 in the WH40k universe pt 10

DAEK ELDAR ctd.

GROTESQUES - grotesques operate in squads of 3 to 10 , wear no armour and count as 6 LPC against hand to hand weapons ONLY . a ranged weapon attack which fails to inflict 12 damage in ONE shot has NO effect on grotesques BUT kills instantly if it does. GROTESQUES attack with claws that cause 5 points per success in hand to hand combat. GROTESQUES are stupid and always have a DARK ELDAR "leader" to help them. should this leader be killed all grotesques take ALL rolls at 1d6 .

MANDRAKES - operate in squads of 5 to ten , wear mesh armour , are armed with splinter pistols and combat blades and because of their SHADOW SKIN abilities ALWAYS count as being in cover.

WYCHES - fight in squads of 5 and 20 wyches , wear light armour ( 1 damage reduction per success ) , are armed with combat blades and splinter pistols. As GLADIATORS they may roll 1d6 in hand-to-hand combat only . if they win the opponent is intangled in SHARDNET and cannot breakfree without pain. a 2d6 roll requires 4 successes to break free and a failure inflicts 1 point of damage per attempt.

a squad of WYCHES allows a pack of WARP BEASTS to be on the battlefield. Each pack as 3 to 5 warp beasts , moves 40metres perround and ignores difficult terrain. their teeth and claws cause 4 damage per succeess. Each pack has a BEASTMASTER that moves at the warp beast speed ( thanks to drugs ) and is armed with an AGONISER ( 1 damage per success. if target takes damage then target is killed automaticly in a hidiously painful fashion ) and a splinter pistol. if the beast master is killed then the the pack return to the warp 1d6 rounds later.
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Postby bal3000 » Mon Apr 25, 2005 2:52 am

rule of 5 in the WH40k universe pt 11

DARK ELDAR ctd

DARK ELDAR LORDS - refered to as DRACONS and ARCHONS ( An ARCHON will lead a group at least twice the size of an DRACON) . either will be armed with a BLASTER or a SHREDDER. either will be armed witha TERRORFEX and a combat blade OR an AGONISER. Both wear mesh but a ARCHON has a SHADOW FIELD allows the ARCHON to always be considered in cover AND which profides 5 damage reduction per success but which ceases to work should any damage betaken. either may use a SKYBOARD or a SCOURGE WINGS as long as they are leading a similarly equiped squad. aDRACON will have 9 LPC and an ARCHON will have 12 LPC

LORDS RETINUE - a lord may lead a squad of ordinary DARK ELDAR WARRIORS or a squad of 5 to 10 INCUBI. INCUBI wear heavy MESH armour ( 4 damage reduction per success ) , use a PUNISHER pole arm ( 5 damage per success ) and wear a TORMENTOR HELM which allows for a 1d6 splinter pistol discharge to be fired against an opponent in hand to hand combat as well as a hand to hand attack . INCUBI have 9 LPC

HAEMONCULUS - are the high torturers of the DARK ELDAR. all wear mesh armour, use an AGONISER or a SISSORHANDS in hand to hnd combat ( 4 damage OR 1d6 combat roll to automaticly kill if damage is inflicted ) , a DESTRUCTOR ( assault , 1d6 damage per success ) or a STINGER in ranged combat. HAEMONCULUS are normally served by 2d6 GROTESQUES as well a squad of DARK ELDAR WARRIORS. an HAEMONCULUS has 12 LPC.
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hate to admit it has been a while since i looked here

Postby imported_tadk » Mon Apr 25, 2005 1:51 pm

Tim told me you guys had posted here

I have added to the original rules and if anyone wants the updated pdf let me know

time to start reading the additions to my rules. On first glance I love it

Here I was thinking more Inquisitor than straight up 40K

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Postby Penbot 2004 » Tue Apr 26, 2005 2:48 am

Howdy Tad, I believe they'll up date the game link since you up dated your game. I bet we can get them to do it pretty soon. Then the update will be available for everyone. Just promise to feed the monkeys for a while.

good day to you all,
"Not 'a child at heart,' just childish." Penbot 2004
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Postby bal3000 » Wed Apr 27, 2005 3:48 am

HI Tad. Hope you like what i'm up to and glad to have you look it over.

I choose 40k because i like the backround , style and design of the game but not the GW wacky attitude ( ORKS are practicly homicidal clowns with bad english accents . No and NO :evil: ) . hence i have a lot of backround info,codexes and some miniatures etc., but dont actually play 40k !!

however the simplicity of rule of 5 allows me to transform the 40k rules into something that 40k was supossed to be in the first place - a RPG / skirmish wargame. Inquisitor was a stab in that direction but initially i'd prefer to have the PCs, as Marines against the "Enemy Without" instead of Inquisitors against the "Enemy Within" and exploring a larger picture of the 41stM power struggles. and with a simpler and all-encompasing system.

we'll see how it pans out but it's all :D so far.

Cheers - B
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Postby bal3000 » Wed Apr 27, 2005 3:57 am

rule of 5 in the WH40k universe pt 12

DARK ELDAR ctd.

SYBARITES - DARK ELDAR squad leaders. Sybarites will be armed with a BLASTER or SHREDDER and poisoned hand blades. Poisoned weapons require a 2d6 conflict roll to avoid the effects of the poison in addition to the blades damage. a failure results in a paralytic state for 2d6 rounds. a failure with no successes results in an extra 1d6 damage as well.
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Postby bal3000 » Fri Apr 29, 2005 4:34 am

rule of 5 in the WH40k universe pt 13

DARK ELDAR ctd.

TALOS - a hovering , armoured torture device that cuts apart those it catches with savage claws with its "sting"spits out a spray of splintered death. LPC - 14 , movement 30 , TALOS STING ( 4 damage per success , assault , burst ) , CLAWS ( 7 damage per success ) , armoured shell ( 4 damage reduction per success )
a TALOS ignores difficult terrain
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Postby bal3000 » Fri Apr 29, 2005 4:54 am

rule of 5 in the WH40k universe pt 14

VEHICLES
a marine may operate any imperial vehicle used by any SPACE MARINE chapter. other imperial vehicles are too small for them and alien vehicles require specialist training.

SPEED
all vehicles have 4 speeds ( movement per round in brackets) - stationery (0) , cruise (40) , high ( 80 ) and full speed ( 120 ). for FAST vehicles this becomes 0 / 60 / 120 / 180.

ACCELERATE / DEACCELERATE
a vehicle's speed can be increased up or down one speed per round (i.e. from cruise to high to full to high to cruise etc. ) A vehicle can have its speed reduced by two speeds in a single round if a 2d6 conflicted roll is drawn or won. failure results in a CRASH as the vehicle rolls / collides with nearest wall etc. the crash occurs at the original speed.

CRASH
all occupants take 2d6 damage if the crash happened at full speed and 1d6 if at high speed. the vehicle takes the same damage from it's SP ( stucture points )
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Postby bal3000 » Fri Apr 29, 2005 5:11 am

rule of 5 in the WH340K universe pt 15

VEHICLES ctd

MOUNT / DISMOUNT
to mount or dismount a vehicle moving at cruise speed requires a successful 2d6 roll. to mount or dismount a vehicle moving at high speed rquires a 2d6 conflict roll. a full speed vehicle requires a 1d6 conflict roll against a 2d6 roll to mount or dismount.
failure at this results in the victim being knocked aside and taking 1d6 damage from a cruising vehicle , 2d6 from a high speed vehicle and 3d6 from a full speed vehicle . no damage reduction roll is allowed.

TURNING
a vehicle may turn at cruise speed with a successful 2d6 roll.
at high speed this requires 2d6 conflict roll .
at full speed this requires a 1d6 conflict roll.
failure requires a 2d6 conflict roll with failure again resulting in a CRASH .

FIRING AT / FROM a VEHICLE
at full speed a VEHICLE cannot fire any of it's mounted weapons and at high speed it's mounted weapons weapons are fired at 1d6.
a FAST or a WALKER vehicle can fire it's mounted weapons at Full speed at 1d6 and suffers no other speed restictions to firing.
Firing at avehicle at full speed is done at 1d6. at a fast vehicle travelling at high or full speed firing is done at 1d6.
Carried troops can fire their carried weapons out from their carring vehicle but do so at 1d6.
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