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David Johansen

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There was some discussion of Dark Heresy in the Humble Bundle thread and I thought I'd put down what I ran this one time for the kids at the store. I will be making a small modification in that I'll be using base wounds 3 and damage = strength +1d6 - toughess because, while it was funny, the marine going down to a bullet from a zip gun was a bit underwhelming :grin:

Characters:
Characters are defined by their statistics and wargear. The characteristics are Move, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Intelligence, Cool, Leadership, and Willpower. These are set by the character's race. Each can be advanced by two points through experience and training. Human, Ratling, and Gretchin player characters receive one experience point to spend. Wargear is purchased with a budget of 10 Sheckles. A character is assumed to know how to use any wargear they' possess when created. Additional equipment training takes 1 month / $ and costs $10 / month. One psychic power can be chosen per point of Willpower over 3. Alternately a character with willpower 4+ can be declared a pariah and have no psychic powers but count their Willpower as double against psychic powers.

Races:
Humans M:4, WS:3, BS:3, S:3, T:3, W:3, I:3, In:3, Co:3, Ld3, WP:3
Eldar (Space Elves) M:5, WS:3, BS:4, S:3, T:3, W:3, I:6, In:4, Co:3, Ld:3, WP:4
Squats (Space Dwarves) M:3, WS:4, BS:3, S:3, T:4, W:3, I:3, In:3, Co:4, Ld:4, WP:4
Orks (Big Green Aliens) M:3, WS:3,BS:3, S:3, T:4, I:2, W:3, In:2, Co:3, Ld:3, WP:4
Gretchin (Small Green Aliens) M:3, WS:3, S:3, T:3, I:3, W:3, In:3, Co:2, Ld:2, WP:3
Ratlings (Space Hobbits) M:3,WS:3, BS:4, S:2, T:3, W:3, In:3, Co:2, Ld:2, WP:3
Ogryns (Space Ogres) M:6, WS:4, BS:2, S:4, T4, W: 6, In:2, Co:4, Ld:2, WP:2
Tau (Fire Caste) M:4,WS:2, BS:3, S:3, T3, W:3, I:3, In:3, Co:3, Ld:3, WP:4 null

Weapons:
Unarmed: R:C, S=S-1, AP:-1
Improvised Weapon: R:C, S=S-1, AP:0, $-
Hand Weapon: R:C, S=S, AP: 0, $1
Great Weapon: R:C, S=S+1, AP:0, $2
Chain Weapon: R:C, S=S+1, AP:0, $4
Power Weapon: R:C, S=S, AP: -3, $16

Stub Pistol: R:12, S:3, AP: -1, $2
Stubber: R:12, S:3, AP: -1, Automatic (d2), $4
Autogun: R:24, S:3, AP: -1, Automatic (d2), $6
Heavy Stubber: R:30, S:4, AP:-1, Automatic (d3), $8

Las Pistol: R:12, S:3, AP: -1, Automatic (d2), Unlimited, $3
Lasgun: R:12, S:3, AP: -1, Automatic (d2), Unlimited,$5
Multi Laser: R: 36, S:3, AP: -1, Automatic (d6), Very Heavy, Unlimited, $16
Las Cannon: R: 72, S:9, AP:-2, Heavy or Very Heavy if Unlimited, $16

Plasma Pistol: R: 12, S:7, AP: -2, Hazardous, $12
Plasma Rifle: R: 24, S:7, AP: -2, Hazardous, $16
Plasma Cannon: R: 36, S:8, AP: -3, Hazardous, $24

Meltagun: R:12, S:8, AP: -3, $16
Multimelta: R:24, S:8, AP: -3, (Automatic d2), Heavy, $24

Shuriken Pistol: R:12, S:4, AP: -2, Automatic (d3), $ 12
Shuriken Rifle: R:24, S:4, AP:-2, Automatic (d3), $15
Shuriken Cannon: R:24, S:6, AP:-2, Automatic (d3), Heavy, $20

Bolt Pistol: R:12, S:4, AP:-2, Automatic (d2), $8
Bolt Rifle: R:24, S:4, AP: -2, Automatic (d2), $12
Heavy Bolter: R:24, S:5, AP: -3, Automatic (d3), Heavy, $14

Pulse Cabine: R:18, S:5, AP: -2, Automatic (d2), $18
Pulse Rifle: R30, S:5, AP:-2, $15
Burst Cannon: R:30, S:5, AP:-2, Automatic (d6), Heavy $30
Rail Gun: R:36, S:9, AP:-3, Heavy, $30

Rocket Launcher: R:36, S:3 or 8, AP 0 or -2, Frag (Blast) or Krak, Heavy, $15
Grenade Launcher: R:24, S:3 or 7, AP:0 or -2, Frag (Blast) or Krack, $10

Hand Flamer: R:6, S:3, AP:0, Single Shot, Ignores Cover, $2
Flamer: R:6, S:4, AP:0, Ignores Cover, $8
Heavy Flamer: R:6, S:5, AP:0, Ignores Cover, Single Shot or Heavy, $12

Frag Grenade: R:6, S:3, AP:0, Blast, $1
Krak Grenade: R:6, S:7, AP:-2, $2
Melta Grenade: R:6, S:8, AP:-3, $8
Plasma Grenade: R:6, S:7, AP:-2, Blast, $8

Heavy weapons cannot be fired if the character moved. Very heavy weapons cannot be moved unless they are mounted on a vehicle. Characters are assumed to be carrying enough ammunition to get through three fights. Each time a weapon is used on automatic it uses up a full fight worth of ammunition. Weapons with the "Unlimited" characteristic never run out of ammunition.

Armour:
Chain: T+1, $4
Plate: T+2, -1 Move, $6
Flak: T+1 or +2 vs Ballistic, $ 6
Mesh: T+2, $8
Space Suit: T+2, -1 Move, $12
Carapace: T+3, -1 Move, $ 10
Powered: T+4, $24

Equipment:
Bike: Light Wheeled Vehicle, Move 12, Toughness 5, Wounds 5, Range 400 km, Capacity 2, open topped, $ 18
Breather Mask: ignore toxic gases and atmosphere, $2
Buggy: Light Wheeled Vehicle, Move 10, Toughness 5, Wounds 8, Range 400km, Capacity 6, open topped, $24
Medikit: Action heals 1 wound if Intelligence + d6 is 6 or greater, 3 uses, $5
Toolkit: Action heals 1 vehicle or robot wound if Intelligence +d6 is 6 or greater, 3 uses, heavy, $5
 
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This is all a work in progress / rough by recollection, of course

Combat
Characters involved in a fight take their actions in order of Initiative + 1d6 with the high total going first for the entire battle. Each combatant gets to move 2 meters per point of move in open ground or 1 meter per point of move in difficult ground and take one action on their turn. The standard actions are run, shoot, fight, wait, hide, and climb.

Running adds 1d6 to Move. If the movement brings the character into contact with an enemy, the character has charged and they can also attack with a melee weapon.

When shooting the attacker adds 1d6 to their Ballistic skill, if the target is at short range they are hit on a 6+, if they are at long range they are hit on a 7+. Short range is inside their weapon's listed Range value in meters, long range is up to ten times that. If the attacker doesn't move they can aim for a +1 to hit. If the target's movement is greater than 6 there is a -1 to hit. If the target is huge there is a +1 to hit. Weapons with the "Automatic" trait roll the listed die type for the number of hits inflicted. These may be distributed between targets within 3 meters of each other.

When fighting, the attacker adds 1d to their Weapon Skill and if the total exceeds the target's Weapon Skill +3 they hit. If the target charged this turn there is a +1 to hit them back.

In order to hide a figure must have a piece of terrain to hide in. They cannot move or attack but those wishing to shoot or charge them must roll greater than their Initiative +3 on 1d6 + Intelligence and they automatically receive the full benefit of cover.

Obstacles can be climbed by rolling 1d6 + Initiative. On a total of 6+ the figure can move up to 6 meters vertically. The cannot otherwise move, shoot, or fight.

Damage is inflicted by adding 1d6 to the Strength of the attack and subtracting the target's toughness as modified by armour. A weapon's Armor Piercing rating allows it to ignore some or all of the target's armour. If the target has cover roll 1d6, on a 4+, soft cover provides +1 to Armour, hard cover provides +2 to Armour, and fortifications provide +3. If the target hid and they are targeted, the cover automatically provides its bonus. If a character takes more damage than they have wounds they are incapacitated. If they take twice that they are killed. Any time a character suffers damage and remains conscious they must roll 1d6 + Cool and Beat 9 - their current Wounds or spend their next turn running away from the enemy and towards cover or a group of their allies.
 
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Psychic Powers
The psychic underverse of the warp permeates and suffuses the universe, at times breaking through into real space as warp storms. The eye of terror and maelstrom are two massive, permanent warp storms. All psychic powers are driven and resisted by the Willpower characteristic. Vehicles, robots, and pariahs have no soul and thus are less vulnerable to psychic powers.

If a character has a psychic power they must roll Willpower + 1d6 greater than the power's Price to activate it.
A duration of Concentration means that the power can be kept active from one turn to the next without rolling as the character's action.

Blast (Price: 7, Range 24", Damage = Willpower, AP: 0, Blast)
Bolt (Price: 7, Range 36", Damage = Willpower, AP: -1)
Precognition (Price: 7, the other players must declare their actions for the next round before it begins)
Dominate (Price = 4 + target's Willpower, Concentration, the psychic's player controls the character next turn)
Shroud (Price: 7, Concentration, counts as hidden in soft cover)
Smite (Price: 7, Range: C, Damage = Willpower, AP: -2)
Summon (Price = Demon's Price, Range 3")
Telekinesis (Price 4 + target's Toughness, Range 12", Concentration, flies the target 6", if maintained they cannot move but can still shoot)
 
Note that a Space Marine is something a human can become after achieving the stats listed and spending years in genetic and psychological conditioning. At that point their stats as listed are treated as racial stat levels and can be improved by two above the Space Marine stat line through training and experience. Space Marines almost always wear their powered armour.

Hrud: (space Skaven) M:5, WS:3,BS:3,S:3,T:3,W:3,I:5,In:3,Co:2,Ld:3,WP: 3
Necron: (space Terminator) M:4, WS:4,BS:4, S:4, T8 (8),W:4,I:2,In:3,Co:6,Ld:6,WP: (4 null)
Space Marine: M:4, WS:4, BS:4, S:4,T:4 (8),W:4,I:4,In:3, Co:6, Ld:4, WP: 4
Hormogaunt: M:6, WS:4, BS:1, S:3, T:3 (5), W:3, In:1, Co:3, Ld:1, WP: 3
Termagaunt: M:4, WS:3, BS:3, S:3, T:3 (5), W3, In:1, Co:3, Ld:1, WP:3
Warrior: M:5, WS:4, BS:4, S:4, T:4 (7), W:6, In:3, Co:4, Ld:4, WP:4
 
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So:
Is automatic as a die type good or would it be better as a number of dice?
Is the game too deadly?
Are some kind of narrative points needed?
Is it worth adding some kind of narrative mechanic?
Is there any point in a setting summary and descriptions of stuff?
Is "Four Score Millennium" a good title?
 
Random Space Hulk
You can play Four Score Millennia solitaire. Make a party of heroes and explore a cluster of wrecked starships. This system assumes 5" x 5; tiles intersecting on the third tile. Each turn round roll 1d6, on a 6 roll for an encounter. On each character's turn they can pick a direction to investigate and roll for what lies ahead in one direction before moving. If a chamber is entered roll to see what kind of chamber it is. A character can spend a full turn searching a chamber. Roll 1d6 for each character searching. On a 1 roll for an encounter. On a 6 roll for salvage.

What Lies Ahead:
1. Corridor
2. Chamber
3. T Intersection
4. Left Passage
5. Right Passage
6. Four Way Intersection

Chambers
(1-2 no exit, 3-4 one exit, 5 two exits, 6 three exits):
exit direction (1-2 left, 3-4 ahead, 5-6 right)

1. Cargo Bay
2. Engineering
3. Lift (In + d6 > 5 to operate)
4. Shaft With Catwalk
5. Quarters
6. Operations / Bridge

Encounters (where n = number of heroes)
More elaborate encounter tables are possible.
1. n x 2 Gretchin with Stubbers and Flak Armour
2. n Hormogaunts with Scything Talons and bio Flak Armour
3. n Orks with flak armour and first has bolter, next has bolt pistol, alternating
4. n Termagants with bio - Bolters
5. n Hrud with Autoguns and Chem Grenades (R:6, S:3, -3, Blast)
6. 1 Necron with Gaus Flayer R: 24, S: 4, AP: -3, Automatic (3), Unlimited)

Salvage (resale value)
1. skeleton in a Space suit with an empty las pistol
2. crate of imperishable nutribiscut
3. full air tanks, 6 person days
4. crate of machinery parts ($5d6)
5. crate of useful widgets ($3d6)
6. case of power cells ($6d6)
 
If desired the encounter table can be shifted to one of the following by the first encounter

Orks or Gretchin
1. n Orks with chainswords, bolt pistols, and flak armour
2. n Orks with bolt guns and flak armour
3. 1 Ork with powered armour, heavy bolter and power fist
4. n Squigs (M:d6, WS:3, BS:1, S:5, T:5, W:3, I:1, In:1, Co:6, Ld:1, WP: 3
5. 1 Ork psychic (WP: 4, Blast) with 2 orks as in #1
6. return to Encounter Table

Hormogants or Termagants
1. 1/2 n Hormogants and 1/2 n Termagants
2. n Ripper Swarms (M:4, WS:3, BS: 1, S:1, T:1, W:6, I:3, In:1, Co:6, Ld:1, WP:3, 6 attacks)
3. 1 Gene Stealer (M:6, WS:4, BS:1, S:4, T:4, W:4, I:5, In:3, Co:6, Ld:3, WP:3, 2 attacks)
4. 1 Warrior with 2 bio Power Swords and bio Multi Laser
5. 1 Carnifex (M:4, WS: 4, BS:4, S:5, T:5 (8), W: 9, I:4, In:4, Co:6, Ld:4, WP:3) 2 bio Power Swords and bio Lascannon
6. return to Encounter Table
 
Figuring out artifacts, when a character tries to discover the function of an artifact the process is potentially deadly. Each full turn spent examining the artifact allows an Intelligence test with a difficulty of 4 + 1d6 to reflect the item's complexity. Each time the roll fails the complexity of the artifact increases by one. Each time the roll succeeds, the character discovers a function of the device. If the complexity is greater than the character's intelligence and they fail, roll on the mishap table.

Artifact Origin
1. Ork (if the complexity is 3+ it only works for orks and gretchin)
2. Imperial (nothing special here but it's solid, twice as heavy as it needs to be but very durable)
3. Adeptus Mechanicus (if the complexity is 5+ they've been using it wrong all along)
4. Pre Imperial Human
5. Eldar (strange dreams and visions and moments of deja vu haunt the user)
6. Necron (after encountering one Necron all future encounters are Necrons)

Artifact Size
1. Tiny (ring, button, badge)
2. Small (pistol, note pad, pouch)
3. Medium (rifle, helmet, backpack)
4. Large (heavy weapon, full armor,
5. Huge (bike, powered armour, forklift)
6. Gigantic (buggy, walker, skimmer)

Artifact Function / Mishap
1. Decoration (it's pretty but useless) / You're not supposed to eat it! -1 Toughness
2. Transport (1 passenger / size class, Move 5 x Complexity) / d6 S= Size roll hits
3. Armour (Fits size rolled, Armor Bonus = Complexity) / trapped inside / can't remove until figured out
4. Melee Weapon (Damage = Strength, AP = Complexity) / cut yourself for 1d6 + Strength Wounds
5. Ranged Weapon (R = Complexity x 6, Damage = Size, AP = Complexity) / blast a friend for 1d6 = Strength Wounds
6. Force Field Projector (Ignore hit entirely on 1d6 + Complexity vs 10)
 
Vehicles
The characteristics of vehicles depend on their origin, size, and purpose. Capacity is roughly one seat for one person, or about half a cubic meter and half a tonne. Fliers and spacecraft are a bit outside the scope of this work and are best treated as plot devices rather than statistic sets.

Size By Example:
Bike (M:12, T:5, W:5, Capacity: 2)
Jeep (M:10, T5, W:8, Capacity: 6)
Truck (M: 8, T5, W: 11, Capacity: 10)
Tank (M:6, T:5, W: 14, Capacity: 14)
Knight (M: 6, T:5, W: 17, Capacity: 18)
Scout Titan (M: 4, T:5, W:20, Capacity: 22)
Light Titan (M: 2, T:5, W: 23, Capacity: 26)
Heavy Titan (M:2, T:5, W:26, Capacity: 30)

Features:
Cargo: -1 Capacity, 1/2 tonne
Enclosed: Armour 4, Move -2, Capacity -2
Armoured: Armour 8, Move -2, Capacity -4
Reactor: Capacity -10, Move +4
Fast: +2 Move, 1/2 Capacity
Slow: -2 Move, x2 Capacity
Pistol Mount: 1 per capacity
Rifle Mount: 1 per 2 capacity
Heavy Mount: - 1 capacity
Battle Mount: -2 capacity
Titan Mount: -4 capacity

Mode:
Floater: +2 capacity
Crawler: ignores heavy terrain
Roller: +2 Move on roads
Skimmer: +2 Move, ignores terrain but line of sight isn't blocked by terrain it crosses
Walker: crosses terrain like infantry but is often taller than terrain for line of sight purposes

Origin:
Eldar: +2 Move, mostly use skimmers
Imperial: standard, no additional features
Orc: : +1 Toughness, unreliable
Tau: favour walkers and skimmers
Necron: +2 Armour, mostly use skimmers
 
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I expect the next question becomes whether to write up blurbs and formalize the structure. Whether to make a close but not the same like so many miniatures companies do: call the orks Marauders or Skinners. Really I don't own it and I always complain about miniatures companies doing GW knockoffs instead of anything original, so unless somebody really wants it I'm probably done with it now.
 
Since I wound up writing it up on another thread elsewhere I'll add it in here:

millions of years ago two races rose to preeminence in the galaxy. The Old Ones were cold blooded and psychic and the Necrontyr were soulless the active membrane or field of mass consciousness and psychic power could not touch them. For a long time this gave the Old Ones a significant advantage in galactic affairs, until the Necrontyr discovered the C'tan, a race of god-like beings that fed on stars. And while the Old Ones forged their psychic webway through the immaterium for communication and transport, the Necrontyr worshiped the C'tan who soon discovered that the death and suffering of lesser being was delicious to their taste. In time they came to rule over the Necrontyr and in their greed and hunger, consumed an entire race, leaving only robotic shells to serve them. These Necrons led by the C'tan who were always looking for something else to eat became a true enemy to the Old Ones, who in their turn created new races to serve in their now endless war. They created the fair and immortal Eldar, gifted with psychic gifts and intelligence, the fast breeding and expendable humans, and in the last desperate resource the unkillable bio weapon, the orcs, genetically programmed with basic technological knowledge and an endless thirst for violence. But it was too little too late, the Old Ones fell, quite possibly after the Orcs ate the control element built into their ecosystem, but maybe not, who can tell what is true and what is supposition in this late day?
 
With the fall of the Old Ones, the Necrons fell dormant, the C'tan fought among themselves and many were imprisoned and shattered into fragments. One was imprisoned on Mars. The immaterium became wild and uncontrolled with entities arising out of the communal emotional state of all psychically sensitive beings, in time the first three "chaos gods" emerge, Khorne lord of violence and wrath, Tzeneech, lord of lies and conspiracies, and Nurgle lord of decay and disease. The Orks spread, checked only by the absence of things to fight with, which proved to be the most effective preventative measure. Without proper opposition they fight among themselves but also get lazy and feral, their attendant biosphere gets out of hand and breeds massive fungal creatures which they ride into battle. The Eldar grow rich and decadant, more interested in their own sybaritic delights than anything else. On a backwater world, guided by an immortal psychic gesalt of frightening power, the Humans begin to develop and eventually become an advanced starfaring people. They have a rather traditional robotic rebellion that leads them to distrust artificial intelligence. As Mars becomes a major industrial center it is entirely possible that the C'tan known as the Dragon is behind the robot insurgency the C'tan or Necrons are also responsible for introducing the soulless "Pariah Gene" into the human gene pool at some point. And as the human civilization is at its peak, the Eldar fall. Their great psychic power coupled with their unbridled passions and lust give birth to the fourth chaos god, Slaneesh, lord of perversion and indulgence. The Eldar home world is consumed by a massive warp storm know as the "Eye of Terror." Only a handful of Eldar colonists and exiles on massive ships known as "Craft Worlds" survive. A few others flee into the shattered web way bargaining for their souls with the souls of innocents. For humanity the psychic shock waves are catastrophic. All across the galaxy, human sensitives awaken psychically, and the demons of the tormented immaterium are unleashed on the physical world. Human society collapses into barabarism and xenophobia for thousands of years.
 
On Earth, the techno-barbarian warlords are fighting over scraps on a devastated and ecologically ruined world, but one rises above the others with amazing powers and eventually unites the planet. This "Emperor" is the same immortal psychic gesalt that has guided humanity's development down through the ages. He reestablishes space travel and makes contact with Mars, where the industrial technicians have fallen into mysticism and superstition, even so, the increased industrial capacity enables the early stages of the "Great Crusade" to re-contact and reunite humanity and gather scattered bits of ancient technology known as "Standard Templates" to strengthen the growing empire. But on Earth, The Emperor has another plan in the works. Using his own genetic material he creates the first of a new breed of "Space Marines" no longer will they be merely human, but genetically and cybernetically enhanced super soldiers drawn from the ranks of the toughest and the bravest men, equipped with a new standardized pattern of powered armour instead of the old salvaged bits and pieces of ancient technology. Twenty prototype "Primarchs" are created, sons of the Emperor born of his blood, more than the merely superhuman rank and file they are meant to be the ultimate warrior captains in a jihad against ignorance and fear. He pronounces his ultimate desire for the project in the phrase "...and they shall know no fear."

But the gods of Chaos are aware of their enemy and see through his schemes, striking at the last moment and scattering the newly made sons of The Emperor across the galaxy. They do not destroy these superhuman weapon/men, for existing as they do outside time and space they know that the seeds of destruction are laid and in due course will bear fruit. The Emperor redoubles his efforts bringing forth the rank and file space marines to accelerate the advance of his empire. In time the Primarchs are recovered but each has taken on character traits owing to the worlds they were scattered to. All, by the time they are found, have seized power on those worlds which become the home worlds of their space marine legions. But there are cracks in the foundation, these demigods have developed unique personalities and their ideals clash at times, their legions develop in different courses and ever so slowly the cracks widen. In time, the Emperor's chosen favoured son, the Warmaster Horus rebels and a third of the space marine legions follow him. In a sweeping move, his fleets attack Terra before the far flung forces of The Emperor can respond. A dreadful siege ensues with orbital bombardments falling on the imperial palace almost unceasingly. Faced with defeat and the destruction of his dream of an evolved humanity, The Emperor leads a desperate assault on Horus's battle barge. There he faces the twisted warmaster, it is said that the sacrifice of Sanguinis the Primarch of the Blood Angels buys the Emperor the moments he needs to gather a psychic and physical assault that finally fells his rebel son, but he is broken in body. Carried back to Earth by the survivors he is interred in a stasis field called "The Golden Throne," fueled by the sacrifice of thousands of psychics every day it keeps him trapped in a moment between life and death. His mind becomes the beacon known as the "Astronomicon" which allows navigators to chart a course through warp space. Thousands of psychics unite their minds with his in chorus as they are slowly drained of their lifes. Other psychics are brought before his throne to be "Soul Bonded" becoming blind "Astropaths" capable of instantaneous psychic communication through the warp. But the Imperium is shattered, the traitors flee to The Eye of Chaos to eternally harry the Imperium, forever seeking revenge. A new law is written, to prevent any man from wielding the power of a legion again, the remaining legions are reorganized chapters, limited to a force of one thousand men. As the primarchs slowly fade away, wounded and in stasis or simply lost to human knowledge, the bureaucracy become a hereditary nobility, a church arises to enforce uniformity of belief in the Emperor become god. Orthodoxy is enforced by the holy inquisition to root out psychics and heretics and mutants and free thinkers wherever they are found. For ten thousand years humanity flounders in a state of xenophobia and zealotry.
 
In These Later Days

That dreadful status quo begins to dissolve with the first Tyranic war. As an alien race from beyond the galaxy rapidly moves into Imperial space stripping worlds of their entire biosphere. The Tyranids are relentless and virtually unstoppable, a biological ecology that adapts and grows as it advances. Only with great sacrifice is Hive Fleet Leviathan (it was Leviathan right?) stopped at Ultramar, the fortress home world of the Ultramarines chapter. Necron warriors begin appearing seemingly at random on a host of worlds but their numbers are clearly growing. An idealistic young race bursts onto the scene with a solid grasp of technology and "For the greater good," as their battle cry. Lacking a psychic imprint on the immaterium, these "Tau" scoff at human superstition and are baffled by their violent and irrational neigbours. As even more Hive Fleets arrive in the galaxy pushing the Imperium's resources, Abaddon, the despoiler leads the remaining chaos marines on a black crusade, more warped and twisted by the power of chaos than ever before they are initially rebuffed as much because the orks liked the look of that big fight over there as the result of any Imperial efforts. But eventually the sentinel world of Cadia is over run and the chaos fleets burst forth into the Imperium with more power than ever before. It is in this dark hour that Roubute Guilliman, the Primarch of the Ultramarines awakens from thousands of years in stasis and is shocked at the state of his Emperor's creation. In disgust he leads a crusade against Holy Terra herself, bringing to light a project he set in motion before his wounds forced him from the waking world. A new generation of "Primaris" space marines larger and stronger and equipped with the best weapons and armour available lead the charge to renew the vision of The Emperor. (I'm not quite sure but I think they actually unplugged the golden throne. I'm not up on the very latest marketing schemes errr developments.)
 
Okay, so that's out of the way, I'll probably wind up doing some blurbs and examples and make a bit of a package of it. Creativity tends to be a stream for me and I guess I'm currently caught in this current. sigh

Anyhow, range and movement are bugging me. This is the kind of thing that keeps me up at night. In reality the ranges on inches are a sliding scale and a single dice roll probably represents a number of shots taken. So here's a shot at a range band / inches / metres solution.

0" = Contact = 1 - 3 m
1-6" = Point Blank Range = 3 - 18 m
6 - 12" = Short Range = 18 - 36 m
12 - 18" = Medium Range = 36 - 108 m
18 - 24" = Long Range = 108 - 324 m
24 - 30" = Extreme Range = 324 - 972 m
30 - 36" = Visual Range = 972 - 2196 m
 
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