Monday 23 November 2015

WARPHAMMER 99,000

WARPHAMMER 99,000

In the bright madness of the Hundredth Millenium, there is only Chaos. 

Things that have stayed the same for the last 59 Thousand Years:
- There are humans, copyright-free Angel Legions, Orcs, and all those guys you love.
- People fight with both massive sci-fi guns and medieval weapons with chainsaw-bits. 
- The Four Gods don't get along.

Things that have changed:
- The Four Gods of Chaos won, and now everything is all warped. 
- The Emperor you knew is gone, but others follow.
- Every being now serves a God in their own way, from gobbos to elders, bugs to inquisitors. 



Playing the Game

Saving Throws
Roll equal or under the appropriate Ability Score to pass.

Attacking
Roll the die noted by your weapon, and cause this much damage to your target. If the target has an Armour score, this much damage is ignored from the attack. If the situation is in the attacker's favour, Enhance damage to d12. If it is against them, Impair damage to d4. 

Damage
Damage comes off your HP score. If there is excess damage, it comes off the target's WAR Score and they must pass a WAR Save to avoid Critical Damage, which knocks them out of action, killing them if left untended for an hour.

Ability Score Loss
When WAR reaches 0 you die. When DAR is 0 you're paralysed. At GRM are 0 you lose control of your physical form and either twist into a spawn or explode into a demon.

Recovery
A Short Rest of a few minutes restores lost HP. A Long Rest of a week in safety restores lost Ability Scores and generally other ailments. 

Scale
Heavy targets can only be damaged by Heavy attacks or bigger. 
Super-Heavy targets can only be damaged by Super-Heavy attacks or bigger. 



The Group
Despite your different races and Gods you have pulled together because everyone else is a total dick. Those with most in common with you are probably worst of all. It's a free-for-all, so there's ripe opportunity to grab power. 

You get a Void-Boat (5hp, Heavy) between you, propelled through space by a bound Demon. 

The Gods

Everyone serves a God. Some claim to be free, or worship Chaos in its pure form, but they're wrong. Followers of the same God get along even worse than followers of different Gods, as nobody agrees on the details of being a good servant. 

The Holy Fire, Emperor Tzeen - Change, Secrets, and Ambition.
The Perfect Beast Slaan - Pleasure, Excess, and Aesthetics. 
The Lovely Grandfather Nurg - Disease, Submission, and Nurture.
KHOR KHOR KHOR - Blood, Warfare, and Trophies. 



Rolling a Character

Roll 3d6 for each of:
WAR - Fighting
DARK - Doing things in the Dark.
GRIM - Frowning, being closed minded and barking orders.
and d6 for Hitpoints



Cross reference your HP against your Highest Ability Score on the table below for your starter package. If no God is listed, choose one to worship. 

Starter packages are for humans, but the warping has made everyone a bit different. Angels are pretty much humans beneath their suits and mutations.



If your God isn't already decided for you, pick one. 



1-2hp
3-4hp                    
5-6hp
3-10
Rat-like Mutant
Smokebomb
Psycho-Sword (d8, Ignore Armour)
Iron-Head
Chain-Armour (1)
Heavy Flamer (d10, Blast)
Stunty
Mega-Suit (2)
Hoverboard
Slugger (d6)
11
Arcane Staff (d8 Bolt)
Blue Angelsuit (2)
Limited Psychic
Tzeen
Soundblaster (d8) 
Lash Whip (d6)
Purple Angelsuit (2)
Slaan
Blaster (d8) built-into Scythe (d8)
Pale Angelsuit (2)
Nurg
12
Chitin (1)
Hook Swords (d8)
Slaan
Spike Rifle (d8)
Melt-bomb (d10 Heavy) Club (d6)
Chain-Mace (d8)
Monk Robes
Tzeen
13
Saw (d8)
White Angelsuit (2) 
Powerbike (6hp, Armour 3, d8 Blasters)
Slaan
Great-Axe-Saw (d10)
Red/White Angelsuit (2)
Eat Anything
Khor
Autocannon (d10) Wrecking Mace (d8) Iron Angelsuit (2)
Nurg
14
Auto-Pistols (d8)
Gang Affiliation
Knife (d6)
Big Dog Head (d6 Bite)
Chaingun (d10)
Khor
Death-Mask
Camo Suit
Machete (d6)
15
Saw (d8), 
Great Scent Grey Angelsuit (2)
Khor
Plasma Blaster (d10)
Sword (d6), 
Hood
Green Angelsuit (2)
Nurg
Hammer (d8) Gold Angelsuit (2) with Gold Shield (Impair non-heavy melee attacks)
Tzeen
16
Pig-Head
Pipe (d6)
Chain-Jaws  (d6)
Fancy Hat
Big Pistol (d8)
Laser-Eye (d6, Ignore Armour)
Reputation as a Killer
Bionic-Legs
Spike-Arm (d6)
17
Saw (d8), Bite (d6) Red/Gold Angelsuit (2)
Wing Pack
Khor
Blaster (d8), Sword (d6) Blue/Gold Angelsuit (2)
Slaan
Power-Claws (d8) 
Black Angelsuit (2)
Khor
18
Bird-Staff (d6)
Rainbow Robes (Armour 1 vs Warp Stuff)
Tzeen
Goat-like Mutant
Can only Bray
Rip-Gun (d6, Spray)
Insectoid-Mutant
Awful Smell
Staff (d6)
Nurg



Things to Fight

Hive Blight-Mother (Nurg, Heavy)
WAR 19, DAR 6, GRM 16, 10hp, Armoured Shell (2). Jaws (d10, Heavy)
- Birth out disgusting new lifeforms. 
- Take motherless beings under her shell. 
- Shed her rotten shell for an even more rotten one underneath. 

Elder Banshee (Khor)
WAR 10, DAR 16, GRM 12, 8hp, Red Screamer-Suit (Armour 1, Screaming Mask). Pyscho-Sword (d8, ignore armour)
- Herald the arrival of an Elder War-Host. 
- Seek to strike the unarmed and unready. 
- On Critical Damage, scream at you until your head explodes. 

Robo-Flayer (Slaan)
WAR 14, DAR 10, GRM 20, 4hp. Metal Body (Armour 1) under human skin, Flay-Gun (d8). 
- Use its ray to remove your skin for its own body.
- Try and fail to pass as human. 
- Seek to understand human emotion and sensation. 

Orc Ecksozist (Tzeen)
WAR 12, DAR 7, GRM 13. 13hp. Banishmunt Prod (d6, Non-Tzeen Demons must GRM Save or be Banished). 
- Summon a Demon of Tzeen, which is will refer to as an 'Oly Servunt. 
- Gather increasingly fancy ornaments for his headdress. 
- Report directly to a Holy Inquisitor Lord, who may provide orbital support. 

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