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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 » Wed May 04, 2005 4:01 pm

rule of 5 in the WH40k universe pt 25

KROOT - feral mercenaries used by the TAU .

all KROOT have 7 LPC and movement of 25 metres per round.
KROOT are found in squads of 10 to 20 with a SHAPER ( 9 LPC ) in command. they are all armed with KROOT RIFLE ( 4 damage per success , rapid fire ) which because of it's size, strength and attached blades doubles as a combat weapon ( 4 damage per success ). a KROOT's punch / kick does 2 damage per success.

all KROOT have a damage reduction of 1 per success when lead by a SHAPER. in arboreal environments ( jungles , forests etc ) KROOT ignore it as difficult terrain and always count as in cover.

KROOT squads often have KROOT HOUNDS and /or a KROOTOX in support . KROOT hounds have a movement of 40 metres, 6 LPC and have viscious fangs ( 4 damage per success ) , they bignore difficult terrain and always count as in cover in arboreal conditions. a KROOTOX a large beasts used as mobile weapon platforms. they wiill not attack other creatures directly and normally carry a single rider armed with a KROOT-GUN ( heavy , 7 damage per success ) a KROOTOX cannot be killed unless it takes 10 damage in one hit. a KROOTOX rider counts as being in cover while riding a KROOTOX.
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Postby bal3000 » Fri May 06, 2005 4:23 pm

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Postby bal3000 » Sat May 07, 2005 5:34 pm

rule of 5 in the WH40k universe pt27

NEW RULES FOR JETPACKS

these rules apply to any race that uses jetpacks or something similer and includes TAU CRISIS and STEALTH battlesuits, DARK ELDAR SCOURGES, ORK STORMBOYZ and of course SPACE MARINES....

a jet pack can be used to ignore difficult terrain movement retrictions. simply makea 2d6 roll and get a single success to hover over it. should the difficult terrain provide cover in normal circumstances, it doesn't for jetpack using troops unless they roll 3 or 4 successes.

a jetpack can be combined with a normal move to ignore an enemies in cover advantage. simply make a conflict roll and a win allows the character to move forward 20 ( or 30 in the case of DARK ELDAR ) metres forward while popping into the air to take a pot shot at the enemy. movement restriction to various weapons sill apply.

a jet pack can be used to leap up to 100 metres forward and engage an enemy in hand-to-hand combat that round. this requires a conflict roll. a win allows an immediate bout of hand-to-hand conflict. a draw means you got to him but you're just a little unsteady on your feet and they can scuidaddle awy if they want to. failure means you totally got it wrong falling short by at least 20 metres and are unable to react again before the enemy does.

an ORK STORMBOY who makes any of the following rolls with NO successes blows himself up . anyone within 2 metres of him takes a 2d6 damage roll with 1d6 damage per success altough a damage reduction roll applies.
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