Warhammer 40K Roleplay Adventures Home : Adventures by A
Total Page:16
File Type:pdf, Size:1020Kb
Critical Hit - Warhammer 40,000 Roleplay Warhammer 40k Roleplay (W40kRP) takes characters into the realms of STORE the Warhammer 40,000 universe. You play a mutant hunter, pit fighter, mercenary, psyker - any of over 100 Warhammer 40k character types - skilled in the arts of battle and psionics, an adventurer in the perilous Warhammer 40k universe, opposed by Chaos, Orks, Tyranids, Warhammer 40k and a multitude of monstrous alien enemies. W40kRP provides an unmatched depth of background and atmosphere, with a fast, detailed Warhammer flexible game system, exciting combat and powerful psionics. Warhammer If you want to take part in the adventure then prepare yourself now. Forget the power of technology, science and common humanity. Forget the Warhammer Fantasy promise of progress and understanding, for there is no peace amongst the Roleplay stars, only an eternity of carnage and slaughter and the laughter of thirsting gods. But the universe is a big place and, whatever happens, you will not be missed. WFRP This website is completely unofficial and in no way endorsed by Games Workshop Limited. WHAT'S NEW BESTIARY Being a notification of updates to the web site, As permitted by the Administratum, a compendium Critical Hit, as and when said site is ameliorated. of the divers species that can be found in the 41st millennium including homo sapiens, aliens and RULES daemons and other warp abominations. The directives and regulations contained herein must be adhered to as laid down by the Adeptus ADVENTURES Terra. Divergence from said directives herein is For GMs only, a series of short encounters and permissible only through careful consideration of devious schemes for the amusement of player moral and social deviation. characters. CHARACTERS' SECTION APPENDIX (FLUFF ZONE) Being for the most part a compendium of works Background articles and fluff. concerning persons hereby referred to as Adventurers: a disclosure of said people's diverse background and the varied professions of the 41st SEARCH millennium concerning a myriad of vocations, among them Mutant Hunters, Psykers, Torturers, DOWNLOADS and Wych Finders. Manuscripts from Critical Hit maybe taken for a scribe's private use. WEAPONS, EQUIPMENT & ARMOUR Being several learned disclosures of the diverse WARHAMMER 40K LINKS file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index.html (1 of 2) [25/05/2002 14:36:48] Critical Hit - Warhammer 40,000 Roleplay weapons, equipment and armour to be found in the For collectors of obscure arcane lore and purveyors 41st millennium, alien or otherwise, as can be used of illicit practices, the pages entombed herein for the purpose of role-play in said era. should only be visited by those of sound mind. You have been warned. PSIONICS Comprising a treatise on the use of heretical powers THE TOP 100 WARHAMMER 40k SITES (Vote known as psionics; a discourse on psionic lore with for us!) useful and interesting notes on the practices and results of each power. file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index.html (2 of 2) [25/05/2002 14:36:48] Warhammer 40k Roleplay Rules Home : Rules by A. R. Fawcett & I. D. Fawcett WARHAMMER 40k ROLEPLAY RULES This section details the rules and mechanics that enable characters to perform actions in the Warhammer 40k universe. To run a game you should be familiar with the rules, but you shouldn't commit them all to memory. If a situation crops up that isn't covered by the rules then it is up to the Gamesmaster to improvise in a consistent and realistic fashion. It is, after all, virtually impossible to cover every eventuality with a set of rules. Introduction - an introduction to role-play. Timing: Actions & Phases - timing is undertaken using Rounds and Turns. In the fast paced affair of a shoot out, the round is further split into Phases and Actions. Shooting - rules for using projectile weapons. Assault - rules for close combat. Armour Penetration - rules to determine whether any armour worn is penetrated potentially wounding the character. Damage - charts to workout damage from shooting or combat. Critical Hits - if serious damage is caused, roll on these charts. Medical Attention - after combat, the characters will probably be in need of healing. Disease - rules for diseases and a description of some common diseases. Vehicles - wheeled, tracked and other forms of transport. Buildings - buildings and other constructions in 40k roleplay. file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index_rules.shtml [25/05/2002 14:37:39] Introduction to Warhammer 40k Roleplay Home : Rules : Introduction by A. R. Fawcett INTRODUCTION WHAT IS ROLE-PLAY? Most of you will know what role-play is, if so skip this section. If you're a newcomer, you are probably used to the idea of battles between armies of miniatures, like those used in Warhammer 40,000. Imagine what it would be like to actually be one of the warriors, to take part in his everyday actions and travel from place to place as if you were him i.e. you are taking over his role: this is role-play. A role-playing game is an adventure, in which you have the leading parts to play. You can compare it to a play or film, in which actors play the roles of characters and act through a preordained plot. In a role- playing game each player takes the role of a character, a fictional personality who may be very different from the player himself. However, unlike in a film or play, in the role-playing game there is no fixed plot. Instead, the players decide exactly what they want to do in any given situation and then must discover if they were successful. To decide what the players can or cannot do, whether they succeed or whether they fail in any action, there is the gamesmaster (GM). The GM controls the world in which the players' characters live; he is the final arbiter whose word cannot be disobeyed. To help the GM decide what is possible and what is not, there are the rules you look at now. The GM will use these rules to present a balanced setting in which the characters can adventure. He will make the adventure seem real. But the rules are only guidelines, and when the GM feels he has to change them, he will. You have to accept that what the GM says are the rules of this game. You will have realised by now that in order to play this game you will need several people. You will need a gamesmaster and you will need players. The minimum number of players is two and the maximum practical number of players is probably about a half-dozen. It is possible for more to play, but only if at least some of those present are experienced adventurers. WHAT DO I NEED TO START? In order to play Warhammer 40,000 roleplay it is recommended that you purchase the Warhammer Fantasy Roleplay Rulebook. No, the rulebook cannot be downloaded for free. Take your hard-earned cash to your local specialist store, or even to our online Warhammer Store and splash out on the book - it's well worth it. You will also need Warhammer 40,000, but you've probably got that already. One or file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_introduction.shtml (1 of 4) [25/05/2002 14:38:02] Introduction to Warhammer 40k Roleplay two Codex Books would also be worth owning, so that you can get into the background of the Warhammer 40,000 universe. Some people also use miniatures to represent themselves in a gun fight so get out the paint brush and do an extra special paint job. THE PLAYING AREA Unlike a conventional game there is no formal 'board'. All of the information needed by players is written down by them before the game using scrap paper or the special charts given later. A pen or pencil will, of course, be essential, as will scrap paper. The only other things you must have are dice. Role-playing games utilise a variety of unusually shaped dice, and you will need to purchase a set before you can begin to play. Sometimes the players' characters will become involved in the fighting - the Warhammer 40k Universe is a violent place and this will happen quite often! On such occasions it helps everyone to picture the scene - to know the positions of characters relative to each other and to scenic features, such as doors, walls, windows, etc - if the GM draws out a map or actually places a scale plan on the tabletop. The positions of characters, or of other features, can then be indicated. Most players prefer to use models to represent their characters, and a huge variety of models are available for this. THE ACTION All the players have to do to play the game is to make decisions about what their characters are going to do and how they are going to do it. This is quite easy. The players simply pretend to be their characters, and use their imagination to guide their actions as if they really were in the world described to them by the GM. The more the players believe in their roles and the more involved they get in their characters the more rewarding the game will be. Players should always try to forget about the rules of the game and attempt to act the part of their character as realistically as possible. The task of controlling the players and their characters falls upon the GM. This is a fairly weighty responsibility. The GM needs to be familiar with all the rules of the game and he needs to be able to apply them in a fair and even-handed fashion.