Post by dwi on Oct 10, 2011 0:25:39 GMT -5
Well come to the Nurgle's Tough rp! In this chapter our heroes find themselves in an plague zombie outbreak and must fight their way through the hive to a safe house
Rules!:
One can play as any person from any regiment he or she wishes but the fallowing regiments are the recamended choices for player's to chosse their chars from
101st Cadian Shock
33rd Vostroyan First Borne
77th Necromundan
122nd Thertess PDF
393rd Thertess PDF
(NEW!) 707th Antonian Tunnel Rats (Link: wh40k.lexicanum.com/wiki/Anthonian_Tunnel_Rats )
Each player char starts out with 5 AP (Action points) at this stage, though these can be increased in the next chapter thou these and other char upgrades will be discussed later
Ap are what the players used in combat for reloads, clearing jams, fireing the weapon etc
For instance fireing most weapons only takes one AP, while clearing a jam may take two or even three AP depending on the weapon
All chars MUST start with at least two the following weapons:
Rusty combat knife
Dmg (Damage) Dur (Durability)
3 4
***
Battered home made club
Dmg Dur
5 5
***
Beat up Laspistol
Acc (Accuracy) Dmg Re (Reliability) Shots AP reload
7 4 4 20 2
AP Jam clearance
2
***
Beat up Autopistol
Acc Dmg Re Shots AP Rel APJc
6 5 5 15 2 3
Beat up Revolver
Acc Dmg Re Shots AP Rel ApJc
4 5 4 6 4 4
Beat up Stub Pistol
Acc Dmg Re Shots AP Rel AP Jc
4 5 5 10 2 3
All chars may supplement their weapons by taking the following upgrades:
Laser sight ( -1 Acc 1 point)
Quick loaders (for revolvers only at this stage, -1 AP reload)
All chars must start with the following Armour:
Tattered flak vest
The stats for these weapons/upgrades/Armour are pretty much done but may still have a few snags. In this chapter we will only have light encounters with zombies so we can test em
For Acc and Re the lower the number is better as i work on a 1-12 dice roll
Dmg is of course better if it's higher
Your chars profile is pretty much just for fluff as it to complicated to do all the this like dex and str to just put up his/her age how tall they are etc
Rules!:
One can play as any person from any regiment he or she wishes but the fallowing regiments are the recamended choices for player's to chosse their chars from
101st Cadian Shock
33rd Vostroyan First Borne
77th Necromundan
122nd Thertess PDF
393rd Thertess PDF
(NEW!) 707th Antonian Tunnel Rats (Link: wh40k.lexicanum.com/wiki/Anthonian_Tunnel_Rats )
Each player char starts out with 5 AP (Action points) at this stage, though these can be increased in the next chapter thou these and other char upgrades will be discussed later
Ap are what the players used in combat for reloads, clearing jams, fireing the weapon etc
For instance fireing most weapons only takes one AP, while clearing a jam may take two or even three AP depending on the weapon
All chars MUST start with at least two the following weapons:
Rusty combat knife
Dmg (Damage) Dur (Durability)
3 4
***
Battered home made club
Dmg Dur
5 5
***
Beat up Laspistol
Acc (Accuracy) Dmg Re (Reliability) Shots AP reload
7 4 4 20 2
AP Jam clearance
2
***
Beat up Autopistol
Acc Dmg Re Shots AP Rel APJc
6 5 5 15 2 3
Beat up Revolver
Acc Dmg Re Shots AP Rel ApJc
4 5 4 6 4 4
Beat up Stub Pistol
Acc Dmg Re Shots AP Rel AP Jc
4 5 5 10 2 3
All chars may supplement their weapons by taking the following upgrades:
Laser sight ( -1 Acc 1 point)
Quick loaders (for revolvers only at this stage, -1 AP reload)
All chars must start with the following Armour:
Tattered flak vest
The stats for these weapons/upgrades/Armour are pretty much done but may still have a few snags. In this chapter we will only have light encounters with zombies so we can test em
For Acc and Re the lower the number is better as i work on a 1-12 dice roll
Dmg is of course better if it's higher
Your chars profile is pretty much just for fluff as it to complicated to do all the this like dex and str to just put up his/her age how tall they are etc