Warhammer 40,000 rules icon

Warhammer 40,000 rules

НазваниеWarhammer 40,000 rules
Дата конвертации21.07.2012
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When trying to simulate a highly abstract event, such as a shootout, the first thing the GM needs to do is devise a method for dividing the action into manageable sections. To this end, time is divided up into the Game Turn and the Combat Round. The Combat Round is then subdivided into Actions, explained below.

The round and turn based system of WFRP applies - with 1 round being 10 seconds and a turn being 1 minute or 6 rounds. However in Warhammer 40k roleplay a character can perform 4 actions in a round. This is necessary because it doesn't take 10 seconds, a full round, to load most weapons or perform similar tasks. Hand-to-hand combat is dealt with normally in the usual round based system. The Actions system is primarily used for tasks that take less time to perform than a round.

Here is a list of some of the actions that will be necessary to use in a WH40k scenario concerning principally shooting. Note distances are measured in metres.

It takes 1 ACTION to accomplish any one of the following:

Walking your Movement rate in metres over open ground

Running up to four times your Movement rate in metres over open ground

Crawl up to 1m over open ground

Resting a weapon

Aiming a weapon

Switching a chamber selector

Switching an energy field defence on or off.

Firing two shots - semi-automatic

Firing four shots - automatic

Firing one shot - single shot

Throwing a grenade

Operating any hand-held item such as a scanner

Drawing or putting away a weapon other than a heavy weapon

Taking out a grenade, new magazine, power pack, ammo canister or other hand-held item

Ejecting spent magazine, power pack, or ammo canister

Picking up a hand-held item from the ground, a table etc.

Speaking up to 5 words of command or instruction

It takes 4 ACTIONS to accomplish any one of the following:

Reloading or fitting a new magazine, power pack or fuel cell to a weapon or piece of equipment.

Taking a hand-held item from a dead, wounded or knocked out character.

Remember the action system generally applies to shooting or performing actions whilst under fire.


In some situations a GM may have to contend with shooting (which uses actions) and combat (which uses rounds). This can simply be dealt with by using the following table to track the various proceedings that can occur in a shoot out.

Turn 1Round 1Action 1234Round 2Action 1234Round 3Action 1234Round 4Action 1234Round 5Action 1234Round 6Action 1234Note that fighting in combat takes a whole round, even if an opponent is killed in the first attack.

Don't worry too much about timing as it is more important to have an enjoyable, fluid game, than one restricted by timekeeping issues. As usual it is up to the GM to apply the rules and the above should only be taken as a guideline.

"It is not necessary, or desirable, for the GM to rigidly impose game turns on the players. It is not a good idea, for instance, to say 'It is now game turn one... it is now game turn two...it is now game turn three...' and so on. The proper procedure is simply to say 'It takes you roughly five minutes to reach the house', or 'You wait on the corner of the street for about a quarter of an hour before your friends turn up'."


This Section gets down to the real business of shooting. The rules allow a character to take a heavy stubber from off the shelf and spray a building with bullets from left to right - he can even write his name if he wants! There are rules for single shot, semi-automatic and automatic fire (that's more like it!).


Roll to hit as normal, rolling under a character's BS, taking into account the weapon's range and to hit modifiers (see below). Reverse the D100 roll to see where on the target you have hit (just like in normal WFRP). Once you have established the area that has been affected you must roll for shot penetration
. This is important as the target might be wearing armour. If the location is protected by some form of cover, such as a wall, undergrowth of part of a vehicle then the shot has hit the cover and this must be penetrated before the target can be hit.

Example: A Pirate shoots at a Space Marine (not a wise thing to do) using a Boltgun. The Pirate rolls a D100 to hit and gets a 34 and hits. Reversing the roll to 43 it is established that the Space Marine's right arm has been hit. Now the pirate must roll to see if his shot has penetrated.

The normal procedure for firing is as follows:

1. Targeting - determine whether the character can fire at his intended target.
2. Shooting - determine whether the shot hits its target.
3. Hit Location - determine whereabouts on the target the shot strikes.
4. Armour Penetration - determine if armour is penetrated by the shot.
5. Damage - determine if the target is wounded or killed by the shot.


In order to shoot a target has to be visible! Can your character really see a head sticking out from behind the rocks 100m away, or is it just a strange shaped boulder? Generally, a character can see what a real person could see under the circumstances and the following guidelines should help in determining what is feasible.

You obviously cannot fire at a target unless you can see it and trace a clear line of sight to it. The GM will adjudicate. Whether a target is visible will depend to some extent on its size and how far away it is from the shooter.

A character who is behind cover cannot be seen at ranges greater than those given in the Cover Table below, unless they use specialist equipment. This is covered in the Equipment Section. A character who is completely hidden behind cover cannot be seen at all.

However, a character who fires a weapon reveals his position. Similarly, shouting, using a flashlight or comparable activities gives away a character. In these circumstances, the character can be targeted as normal and can even be seen at greater ranges.

ActivityPart exposedMaximum distance character can be seenObserving round cornerHead only40mObserving over cornerHead only30mAiming/preparing to fire from cornerHead, arms, body80mAiming/preparing to fire standing from coverHead, arms, body60mAiming/preparing to fire kneeling from coverHead, arms50mAiming/preparing to fire standing from windowHead, 1 arm, body40mAiming/preparing to fire kneeling from windowHead, 1 arm30mThe table is used as a guide so that characters who are partially hidden cannot be targeted at ridiculously long ranges, unless they give away their position by making themselves known.

Small targets (an object less than about 1m x 1m) cannot be normally aimed at at distances over 50m without the use of some form of targeting equipment.

Normal targets (1m x 1m to 30m x 30m) can be seen and targeted up to 300m. You may specifically target parts of the normal target which then count as small targets with modifiers noted below. Remember to take into account ranges for targeting small targets.

Large targets are those which a greater than 30m x 30m. Shots fired at a large target automatically hit at ranges up to 100m (but remember to check for weapon malfunction, as noted below). A large target may be subdivided into normal and small targets, which may be fired at separately.


Twilight: All target location distances are halved.

Night: When there is little or no light nothing can be seen at distances greater than 3 metres without some form of illumination or infrared device.

Illumination: A standard head-lamp cluster can illuminate an area up to 10m across at a distance of up to 150m. Any illuminated area may be fired into as though it were normal daylight, if it is in range.

A searchlight will light up an area 10m across from a distance of up to 250m.

A hand-held flashlight, torch, glowglobe or electrocandle has a range of 15m and can light up an area 2m across.


The firing very much depends on what weapon a character is using and if it is capable of semi-automatic or fully automatic fire. These are explained below:

S: Single shot

Firing a single shot incurs no penalty to hit, although range modifiers must be taken into account as normal.

SA: Semi-automatic

This means that a character can shoot twice per action. Many weapons are semi-automatic. The first shot is fired at -5 to hit and the second at a further -5 to hit (-5 to hit for the 1st and -10 for the 2nd).

A: Automatic

Fully automatic weapons require a lot of ammo to use and a steady hand to fire. Firing on automatic results in the character suffering jerk-backs as the recoil of the gun unsteadies his hands. A controlled burst of 4 shots may be fired per action. The first shot is fired at -10 to hit, the second -20, the third -30 and the fourth -40 to hit.

Heavy weapons that can fire on automatic have a higher rate of fire. This means that on automatic a character can fire up 6 shots per action. However the jerk-back has less of a kick because a heavy weapon is designed to take the pressure. This results in the first 2 shots at a standard BS roll, on the third shot it's at -10, the fourth at -20, the fifth at -30 and the sixth at -40.

Firing on automatic means there is more of a risk that the weapon will jam. To represent this any double result, such as 11/22/33/44/55/66/77/88/99/00, will result in the weapon jamming.


On a roll of 98-00, the gun that is being fired has suddenly jammed. If it's a plasma weapon then something more serious has happened: the plasma weapon overloads and explodes causing a point-blank hit, check for armour penetration and damage as normal. Any other weapon will be fully repaired in 4 rounds and ready to fire if the character successfully rolls under his Tek.

Firing on automatic means there is more of a risk that the weapon will jam. To represent this any double, such as 11/22/33/44/55/66/77/88/99/00, will result in the weapon jamming.


This section takes into account aiming, ranges, spreading fire and so on. In other words this makes weapons more realistic in the gaming environment.


It is harder to shoot and hit a target at long range and conversely it is relatively easy to hit a target at point-blank range. Therefore, a -10% modifier is applied to hit a target at over half of the maximum range of the weapon. At point-blank range, up to 5 metres away, the chance to hit is increased by 20%. In between these ranges there is no penalty.

RangeModifierPoint Blank: 0-5m+20%Short Range: greater than 5m to less than or equal to half the maximum range of the weapon0Long Range: greater than half the maximum range of the weapon-10%Aiming

A character can spend up to 2 actions aiming if he wishes to. Each action spent aiming increases the chance to hit by +5%. This all depends on the target not moving, in which case the aiming action will have to start all over again. It is possible to aim with an automatic weapon although it only applies with the first shot, after which the weapon jolts the character back.

Rested Weapon

A rested weapon is one which is supported on a suitable position, like a wall, a ledge or any similar convenient surface about 1 metre high. If the firer is lying prone his weapon may be rested on the ground. It takes 1 complete action to rest a weapon. The advantage of resting a weapon is lost as soon as the firer moves. A rested weapon grants a bonus of +5 to hit which may be combined with aiming.

Spreading Fire with Automatic Weapons

A character using a weapon in semi or fully automatic modes does not have to use the full 2 or 4 shots permitted to hit (or 6 for a heavy weapon). Instead he may cease firing after any roll to hit has been made.

Following Fire with Automatic Weapons

If firing a semi or fully automatic weapon, it is possible to swing the weapon across to a new target while still firing. The new target must be within 8 metres of the previous one and must be visible to the firer. The decision to switch targets may be made after any roll to hit. Note that the decision is made after any hit roll. Damage is not worked out until all of the hits have been allocated.

Area Effect Fire

Area effect weapons are those which have a spread of fire, such as weapons which fire shells which burst over an area. When firing an area effect weapon, nominate the target as normal.

Should the shot hit then the burst area of the weapon will be centred on the target.

If the shot misses then it will land and explode elsewhere. To determine where the shot hits the GM should roll a D12 and workout the direction of deviation based on a clock-face principle. The shot travels D10 metres in the nominated direction away from the target. This deviation should not cause the shot to land on the firer unless the Gm rules otherwise.

Shooting to hit modifiers

Shooting ActionBS modifierTarget is partially hidden-201st and each successive shot of semi-auto-51st and each successive shot of auto-10Firing at a moving target-10 per 100m per Round that the target is moving at.Firing and moving in same action-10Firing and running in same action-20Firer has light wound-10Firer has serious wound-40Shooting from wrong hand-20Firing at long range-10Firing at point-blank range+20Aiming per action+5Resting Weapon+5Shooting at a small target-10Shooting at a large target+10Shooting Basic weapon one-handed-20Shooting Heavy weapon one-handed-60Shooting two weapons simultaneously-20MINIMUM AND MAXIMUM TO HIT

Some of the modifiers will give you a negative value 'to hit'. As it's very hard to roll a negative number on a D100, there is still a 1% chance that a shot will hit. Conversely, if the chance of hitting is 100% or above, the shot hasn't automatically hit as the dice should still be thrown to see if the weapon jammed.


Even though modern firepower is very efficient at removing enemies from a distance, some psychopaths enjoy screaming a blood-chilling battlecry before tearing their opponents limbs off in close combat. The primeval urge to pummel someone into the ground is strong as ever even in the far future. In fact, technology has advanced to make some highly recommended additions to the trusty sword with the likes of power gloves and chainswords at the top of the list.

The WFRP rules should be used for combat except where noted below.


Hand-to-hand combat is dealt with using a new system to that found in WFRP, in that the Strength characteristic is used indirectly for damage. The Damage Charts dictate how much damage and wounds are caused. Humans and human-sized creatures basically roll on Chart 1 and any larger creatures roll for damage on the higher charts. It is true to say that the higher a chart a creature rolls on the stronger it is. This makes hand-to-hand combat a little fairer for those giant creatures, so it's better to shoot 'em before they get too close!

When fighting in close combat, characters can strike with swords and the like and they are also able to use pistols and basic weapons. However, in a fight it is very difficult to successfully draw a bead on a target so the use of firearms may prove to be a disadvantage, especially with large basic weapons.

After combat is initiated, roll to hit as normal using the character's WS. BS is not used even for a firearm in combat. The following modifiers may be applied to the combat:

Combat Modifiers

ActionModifierCharging+10Advantage of higher ground+10Winning combat in previous round+10Opponent behind obstacle-10Each engaged opponent above 1-10Using a weapon wrong-handed-10Unarmed-20Using a basic weapon (unless fitted with bayonet)-20Using a weapon in each hand -10Wearing Terminator/Power Armour+10Once the blow has landed, the character must determine whether any armour worn by the target has been penetrated. Penetration values depend on what armour is being worn and on what weapon a character is using. Improvised weapons, including fists, may not be able to penetrate and it's best to carry traditional hand-to-hand weapons, such as knives and swords. Roll for
exactly as if the character was using a ranged weapon.

If the armour is penetrated, work out using the charts given later in the rules section. Remember to apply any modifications due to S and T.

Parrying is changed. From now on a successful parry (rolling under WS as normal) reduces the chance of penetrating armour by the targets WS. A target without armour counts as having primitive armour with a penetration value of WS%.


Combats which involve creatures with varying numbers of multiple attacks can be tricky for the GM to handle. Should a creature with I 40 and 2 Attacks strike with both before a creature with I 35 and 5 Attacks? This seems implausible, therefore a modified system of effective initiative is used.

The formula is easy. Divide the creature's Initiative at the start of the round by the number of Attacks which it can make. Its blows will then fall at regular intervals throughout the round (round fractions up). This is easier to explain by using an example.

Example: An Eldar Harlequin with I 72, is facing a hive world gang leader with I 30. The Harlequin has 3 Attacks, the gang leader has 2. The Harlequin's three Attacks take place at I 72, 48, and 24; and two replies from the gang leader are at I 30 and 15. Thus, the sequence of attacks is: Eldar (72), Eldar (48), Human (30), Eldar (24), Human (15). Thus the Eldar gets 2 strikes before the Human can have a go. This is fairer than the old system where the Eldar would get all 3 of his attacks before the Human could strike back.


Look to your battle gear and it will protect you We guard it with our lives Your armour is your Soul, and your Soul's dedication its armour The soul of a warrior is the shield of humanity Honour the craft of death Only the Emperor is higher in our devotion Honour the battle gear of the Dead We ask only to serve Part of the Warrior's Catechism of Worship

ARMOUR PENETRATIONArmour is very important in the far future. If no armour is worn then it is vital to get behind cover as anyone foolish enough to stand in the open in the middle of a firefight is likely to be gunned down.

This section describes the rules for penetration and how a shot may be stopped if a character wears armour. Different weapons and ammo may be more likely to penetrate depending on the velocity, shape or design of the projectile or weapon. The rules take this into account by applying modifiers to the penetration result.

Once a target is hit, the shot/blow has to penetrate any armour worn before damage can be caused. If a character is protected by a wall, vehicle or so on then this must be penetrated first before going on to penetrate armour and damage the target.

The basic chance of penetrating armour is given in the armour section .


Some sorts of weapons are better at penetrating armour than others. To represent this, there are a number of modifiers to apply depending on the weapon used. Each weapon has a profile that determines how good it is at penetrating armour. The armour types are divided up into primitive, physical and energy and the fourth category, cover, is used to determine a weapon's ability to cut through cover such as walls and vehicles.

Some weapons are more capable than others of penetrating armour at short range rather than at long range. For example, a shotgun is fearsome at close quarters but the blast dies out at longer ranges. The range modifiers are presented in the weapon tables.

These modifiers should be added to the basic armour saves listed in the armour summary tables. Roll a D100 if the result is equal or less than the penetration value, the armour has been penetrated and damage may be caused.

Remember, Force fields are not affected by the penetration values of weapons. The value shown is the protection offered to all types of weapon, unless stated otherwise in the weapon's description.

If a character is behind cover and wearing armour or is wearing an energy field and armour he is very luck indeed as the shot has to penetrate two or more types of armour before damage is caused. If cover is penetrated then work out the second armour penetration as normal except add +10 to the damage roll to reflect the loss of velocity or power of the shot.

Min/Max Penetration

If the armour penetration value is 100% or above then the armour has automatically been penetrated. If the penetration value is 0% or less, then the armour is penetrated on the roll of 01.


Getting hit by a bullet is a nasty shock even if a character is wearing the best armour. If a shot fails to penetrate a character's armour or cover, no damage is caused. However, a character saved by his armour or cover may be forced to duck-back - the sudden shock of a bullet flying off his armour makes the character flinch away.

If a character is hit but the shot fails to penetrate his armour then the duck-back rule applies. If the character suffers damage then the duck-back rule does not apply, even where some shots penetrate and others don't.
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