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==Game Contents and Playstyle== * The Core Rulebook contains rules for Humans, Space Marines (classic and Primaris), Eldar, and Orks. Chaos is played by adding corruption and other modifiers to an Imperial archetype of your choice (even Sisters of Battle). There may be future expansions with other alien races such as the Tau or Dark Eldar. ** The ''Forsaken System Player's Guide'' adds three additional options: Ogryn, Ratling and Kroot. * There will be "Adventure Path" style releases. The first release will follow a group of Imperials in Imperium Nihilus, the second following Ulthwe Eldar. * The game uses a d6 dice pool system. Rolls of 1-3 are failures, 4-5 are successes, 6 is a double success, and if more successes than needed are rolled a 6 can be shifted from the total successes for extra bonuses to the roll effect (such as a boost to damage rolls in combat or allowing a task to be completed faster). One (usually - psykers can have more, because they cheat) of these dice must be the Wrath die, which is a blatant ripoff of the Ghost die from [[Ghostbusters RPG]], or the Wild Die from [[D6 System]]: if you roll a 1 on the Wrath die, bad shit happens, but it can also generate wrath points (a consumable resource, like Edge in Shadowrun - for example, you can spend a wrath point to re-roll all failures on any single roll). **You can't reroll the Wrath die using wrath. *"Failing forward" is the name of a deliberate attitude the developers took towards the entire design, meaning that even if a roll is failed, no one failed roll will be enough to lead to a [[TPK]] situation; it will still have negative consequences, however. * After choosing a species and character Archetype, characters pick Keywords, suggesting allegiance ("Imperial Guard", "Inquisition", "Ganger", etc.). In addition to fluffing a character out, they have crunch effects like making it easier to get rare gear or aiding in getting help from another faction. **[[Characters]] of lower tiers can join higher tiered games through Ascension, wherein they pick up a new keyword, some form of memorable injury or a number of corruption points, some better starting equipment that would allow them to stay competitive (like plasma weapons), and a boost to attributes, skills, and talents that would bring that character up to the equivalent of a starting character for that tier. *Initiative order is decided by the players "agreeing" instead of rolling. They take turns with the GM (i.e. Player 1, GM monster 1, Player 2, GM monster 2 etc...). HOWEVER, GMs can spend a resource called Ruin to go first, while players can spend Glory to go back to back. In the likely case of disagreement or uncertainty as to who goes first, the characters simply roll their Initiative attribute and compare icons, with the highest number of icons acting first. In the case of a tie, player characters win over NPCs, and if the tie is between two players or two NPCs, the players choose who goes first (or the GM does, in the case of the NPCs). **Individually weak enemies can form a mob- a single group that acts as if it was an individual. Mobs gain bonus dice to attack rolls equal to half their size (e.g. 5 dice for a 10-Ork mob) rather than rolling one die per attack, can divide their attacks across multiple targets, and may split into smaller mobs on their turn. *All damage is calculated by adding the weapon's base damage to a roll of at least a single die. This narrows the range and prevents a bolter from rolling a 2 in the same turn a lasgun rolled a 12. **Extra damage and special effects can be added by moving exalted icons. So far the only thing we have confirmed is extra damage die which can do a max of +2 damage. **Your damage rolls are done the same as Icons/successes. (1,2,3) give you nothing but disappointment. (4,5) give you one piddly bit of extra damage. Roll a 6 and you get 2 extra damage. *Basic number of successes needed to pass is 3 with difficult tasks taking more. Because the average number of successes per die is 2/3, this means "average" tasks need a pool of at least 5 dice for you to succeed on average - anything less, and you should expect failure. In general, you need 1.5*target DC dice to succeed at least half the time, rounding down. * At release, there are 27 archetypes divided unevenly amongst the four races (Humans, Eldar, Ork, Space Marine, Chaos). Playing Chaos archetypes (as of the revised edition) now involves applying corruption and mutation, changing faction keywords, and some wargear changes. In essence, you can play a Chaos variant of any Imperium archetype. ** Archetypes will be added with the various splatbooks (really leaning into the Paizo revenue scheme, aren't we?) * There will be Savage Worlds style Campaign Cards, which are distributed at the beginning of the session, one per player. At any time during the game, a player can use the Campaign card to change the flavor of the encounter. The example given was a card which made diplomacy two steps more difficult but gave every player an additional Wrath point. While these were a major aspect to the Ulisses version, the C7 version seems to have quietly shifted them off to the side. * A "Framework" system exists for mixed groups, which gives them their reasons to work together when the individual party members might not be inclined to do so. * Psykers are a fair bit more stable, with needing a 1 on the Wrath die to roll on the "Perils of the Warp" and several 1s on Wrath dice to have them escalate in effect.
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