DICE

One of the main differences to the main rules for 40k is the use of a D12. This is to give a greater variation in stats, saving throws, etc. When you use the D12 you will be rolling equal to and under the number required (ex. If you need an 8, an 8 or less is what must be rolled). Some dice rolls may also be modified and this will be explained later on.

Rule of 1 and 12: 1s produce exceptional results when rolled. A roll of 12 is always considered a failure, even if a stat is at 12. Further explanations will be in their respective sections.

STATS

The attributes of characters remain close to what they are in the 40k rule book and codexes with some exceptions;

Strength, Toughness, Initiative and Attacks remain the same. Leadership has been broken down into three stats; Intelligence, Willpower and Cool.

WS: Weapon skill no longer uses the chart from the 40k main rules. Now all you have to do is roll equal to or less than your WS (see: dice) to hit. This will be further explained in Close Combat.

BS: Ballistic skill needs a dice roll that is equal to or less than what it is to hit. This will be further explained in Shooting.

Wounds: These work just like in the 40k main rules, however, when a character reaches zero wounds they are not removed from play. At zero wounds they have become incapacitated. This means they are unable to do anything unless medical treatment is administered (see: equipment; medi-pack) which will restore one wound.

Intelligence: Needed for any test that would involve knowledge, perception or puzzle solving. Some examples would be opening an alien locking device, noticing a hidden door or repairing an engine.

Willpower: Used in conjunction with psychic tests. See Psychic powers.

Cool: Courage and nerve rolled into one and used any time there is a psychology test is needed. See Psychology.

(Design Note: Leadership, Intelligence, Willpower and Cool were all found in the Rogue Trader book. I plan on showing how to convert characters so that they may be played in normal games of 40k. Intelligence, Willpower and Cool will be averaged to make the Leadership stat for example.)

SAVING THROWS

There are two types of saving throws; physical and invulnerable. The physical category is armour, while invulnerable saves covers a wide variety from energy shields to dodging.

Physical: A modifiable type of save; as some weapons are better able to punch through armour than others. It includes everything from flak to terminator armour.

Invulnerable: Several types of saving throws that are not affected by modifiers. There are some weapons or psychic powers that will bypass the save.
-Energy: These are able to stop both ranged and close combat attacks.
-Dodge: This is usable in close combat only.
-Psychic/daemonic: These may be able to stop both ranged and/or close combat attacks.

Armour Save Modifiers

Since this is a more in depth system AP is replaced with ASM (armour save modifiers). To convert the weapons from the main rules to use ASM use the following chart.

AP 1 = -6 ASM, AP 2 = -5 ASM, AP 3 = -4 ASM, AP 4 = -3 ASM, AP 5 = -2 ASM, AP 6 = -1 ASM

(Design Notes: ASM are used for a couple of reasons. The first is a save of 11 rarely fails. The second is that it gives a greater variety to the weapons.)

TURNS

A turn is one round of actions preformed by every model on the map in the order of initiative. There are four basic types of actions; movement, shooting, close combat and operate. Each turn, a model may perform one or more actions. As long as it feels logical, actions may be done together. Also some actions may take multiple turns.

Who goes first each turn: Initiative determines who gets to go first each turn. Everyone on the map performs their action from highest to lowest Initiative. So a model with initiative 4 would take their turn before one with an initiative of 3, yet after one that has an initiative of 5. Models may even be killed before they can perform an action; however initiatives that are equal perform their actions at the same time. Thus two opponents with the same initiative could conceivably kill each other.

MOVEMENT

Types: This represents how the characters get around whether they are walking around or running for cover.

Still; not so much a form of moving as not moving, I’ve listed it as models may have to remain still to perform some actions. (I.e. using a computer or aiming with a sniper rifle.)

Walking; 4 spaces a turn: You may also open/close a door, shoot pistols, assault and rapid fire weapons and change a clip/magazine/power cell.

Running; 6 spaces a turn: Pistols and assault weapons may be shot.

Charging; 8 spaces a turn: Only pistols may be fired and to gain the bonus in CC you must move at least 4 tiles in a straight line (see close combat).

Jumping: this is done to cross a gap on the map; two spaces being the maximum. You can do no other actions this turn.

Climbing: 1 level/turn

Turning: This can be done any number of times and does not affect any other ability.

Surfaces: There are four types of map surfaces which determine how your characters will be able to move.

Normal: walking, running and charging are permitted.
Rough: walking and running are permitted.
Difficult: only walking is permitted.
Impassable: No movement is permitted over this (debris, holes, molten slag, etc.).

Gravity: The lack of gravity is another thing that may eventually be incorporated in the game. Characters will have to have magnetic boots to move around.

SHOOTING

Targeting: Line of Sight: To be able to shoot at an opponent you must be able to see your opponent, therefore if you can see it you can shoot it. However, the closest model must be targeted.

Range: This no longer applies to weapons since all the game play will be taking place in a smaller area (ex. Hallways, ship’s hold, tunnels, etc.). Template weapons are still used in the same manner.

To Hit: To shoot a weapon one needs only to roll equal to or under one’s BS. For example a BS of 8 would need an 8 or less.

Cover: There are modifiers for shooting at a model in cover. The idea being that cover blocks part of the target providing some protection therefore making it harder to hit.

The modifiers are:
Soft cover -1
Medium cover -2
Hard cover -3

If you had BS8 and shot at an opponent in medium cover you would hit on a 6 or less. If, for example, an 8 is normally needed to hit and the modifier is -2 for the cover, than a 6 would be the modified to hit roll. It is best to use your own judgement rather than have to make a list of every single thing that could be counted as cover.

Weapons:

Heavy weapons work the same as in 40k with a few notable exceptions. Unless wearing power armour a model may only walk at half speed when carrying one. Walking at half speed is negated if two models carry the weapon (i.e. one has the gun and the other has the power pack or ammo cases). They also must be mounted to be fired by any non power armour wearing model. Mounting, and un-mounting takes 6 turns for one model or 3 turns for two models (i.e. think of IG heavy weapon teams).

Single Fire weapons may only be fired when still and fire once. (Think of bolt action rifles for an example.)

Burst weapons have two fire modes. They may be fired once when still or walking or fire 3 times when still which will automatically empty the clip (see rolling a 12 below).

Assault weapons may be fired while still, walking and running.

Pistols may be fired while still, walking, running and charging and only fire once a turn.

Rule of 1 and 12: On a roll of 12 the clip/magazine/power pack is considered spent/empty. The weapon will have to be reloaded which takes one turn. Each 1 rolled to hit is used to make an opponent re-roll an armour save.

CLOSE COMBAT

Hand to Hand: To count as being in close combat the characters must be in contact with their opponent. This means that they must be in an adjacent map tile to their opponent.

Directional Attacks: Unlike 40k the direction of the attack can be an advantage, so to strike from the sides or behind will give a bonus to the number of attacks on the first turn only.

+1 attacks from the side.
+2 attacks from behind.

Charging: This is a furious run towards an opponent to attack them in hand to hand combat. To gain the bonus from charging a character must declare they are charging (see movement; they do not have to move the full distance to count as a charge but must move at least 4 spaces).

Parrying: Shields will let you cancel some of your opponent’s attacks. For each parry a character has one attack is cancelled. Your opponent will always get at least one attack though. You may not parry attacks from behind.

Multiple Opponents: Having multiple opponents in close combat can occur. In these cases attacks can be allocated between the opponents, which must be done before rolling any dice.

Pistols in Close combat: They may be used in close combat for a single attack, as all other attacks come from the close combat weapon. The strength and ASM of the pistol is used to work out any wounds.

Rule of 1 and 12: For each 1 that is rolled a failed to wound roll may be re-rolled. Each 12 will cancel a successful hit, starting with any 1s that were rolled. (Note: 1s are removed first because you shouldn’t get a bonus if you have screwed up).

OPERATE

This is how all the more mundane actions are carried out in the game, everything from opening a door to working a computer. Most don’t require a dice roll but some will, when a dice roll is needed it will be in the description of the item or action required. There are some operations that may take more then one turn to accomplish; this will be in the items description.

PSYCHIC POWERS

Abilities employed by psychers count as one or more actions and some may need to be used in conjunction with another action or ability. They require a successful willpower roll to work with the difficulty depending on what is trying to be done. Lighting a candle would be easy while engulfing a room in flames would be very difficult. Modifiers will be set by the game master.

Telekinesis: moving objects with the mind. (I.e. the larger the object the more difficult to move.)

Telepathy: reading minds or communicating mind to mind. (I.e. read another’s mind to use their knowledge for a roll.)

Augmentation: enhancing physical abilities or morphing the body. (I.e. increase toughness or strength, turn flesh to steel.)

Energy: use or drain energy. (I.e. throw fire balls or lightning bolts, heal with life force, power machinery, and drain life force or a power supply.)

PSYCHOLOGY

What happens when your character is faced with unusual circumstances; being set on fire or seeing a greater daemon, is that they must take a test on their Cool stat. The test may be modified depending on what has happened (i.e. an arm on fire is not as bad as your whole body being on fire). There are two different types of effects; shaken and panic.

Shaken: The character has come across something that has shaken them (i.e. having to jump a chasm). If failed this will cause a character to remain stationary, they may still shoot or fight in close combat if attacked but always count as Initiative 1. They must move if not moving presents a danger but this does not allow them to perform the action that caused the test (i.e. a walkway begins collapsing when they step on it, they must move backwards to where they came from). These tests are taken for avoidable dangers.

Panic: Life threatening situations call for a panic test. If failed the character must move away from what has caused the test until they are clear of it. They may not defend themselves in close combat and count as Initiative 0.

EQUIPMENT

The things your characters will bring along with them to survive and conquer. All equipment takes up space and this is represented by its size number.

Armour:

Armour may cover either the whole body or half of it. A half suit would cover the chest and upper arms or the forearms and legs. Some kinds may be mixed (flak, mesh, carapace and improvised).

Flak: lighter armour used mainly in the civilian sector (around smelters for example).

Mesh: The equivalent to modern Kevlar.

Carapace: mesh armour reinforced by armour plates.

Powered: There are five kinds of powered armour. All contain auto senses, SCBA, act as atmospheric suits, have communicators, add strength +1 and come with helmets.

-Imperial: This is your basic model with an infra vision visor.

-Malcadon: web guns, power claws. The skill stealth may be used in this suit. Motion tracker equipped.

-Orrus: Two power fists and twin linked bolt guns. Comes equipped with a motion tracker

-Jakara: power sword, storm shield, and Jakara pistol. A character wearing this may charge for two turns in a row. Comes equipped with a motion tracker

-Terminator: A more advanced version of the imperial power armour.

Helmets: these may be used with all types and come as standard with powered armour. They may have visors.

Improvised: A mishmash of anything that could provide protection. Up to four pieces may be worn and on a save roll of 12 one piece is lost.

Shields: These will allow you to parry close combat attacks

Flak: each ½ = +1
Mesh: each ½ = +2
Carapace: each ½ = +3
Powered: = 8
Terminator: = 12
Helmet: +1
Improvised: +1/piece, up to 4 pieces
Riot Shield: Parry 1 attack
Storm Shield: Parry 2 attacks

Fields:

Refractor: Invulnerable 4, energy type
Conversion: Invulnerable 6, energy type

Miscellaneous:

Bionic Implants:
-Auto senses: adds + 1 to initiative
-Arms: +1 to strength and +1 wound
-Ears: act as a communicator
-Eye: may be a targeter or scanner
-Legs: +1 to strength and +1 wound
-Lungs: act as a respirator

Magnetic boots: In a gravity free environment, these are the only things that will let you move around normally.

Respirator: These aid breathing in dangerous environments and there are two types; filters and re-breather.
-Filterers: This can be any type of device that filters dust, smoke or toxins from the air. A character wearing this is able to move about without suffering any ill effects.
-Re-breather: These are self contained breathing apparatus that allow characters to breath in an oxygen deprived environment.

Cameleoline: -1 to hit when moving and -2 to hit when still.

Communicator: These allow models to talk or send other forms of communication when they are unable to do so in the normal fashion. (I.e. in different rooms or in an airless environment.)

Medic pack: allows an Intelligence test to be made to heal a wound.

Rope: 20m length (or 10 spaces).

Atmospheric suits: This is a pressurized suit that contains its own re-breather. Most commonly used in a hard vacuum, it is able to function in toxic environments as well. It is -1 to Initiative when worn and may incorporate magnetic boots and/or auto senses. It counts as a full suit flak armour for saving throw purposes.

Targeters: adds +1 to the chance of hitting a target and is a combination of a scope and a predictive tracker. When used the weapon counts as heavy and single fire.

Scanners:
-Atmospheric: An oxygen and toxin testing device for air quality, it will have an alarm that sounds when the air is no longer breathable.
-Energy: This will check for energy sources on the next map section. It is able to detect things as small as a computer or power armour.
-Motion Tracker: This can detect motion up to one map space away. It can only tell how many objects are moving.

-Bio: These detect life signs and can distinguish between the sizes of the life form. The sizes are small (1/2 man sized and smaller), medium (about man sized), and large (Tyranid warrior).
-Auspex: This is a combination of the other scanners (atmospheric, energy, motion, and bio). Military in origin, it can be linked to auto senses.