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Meatpuppet

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  1. Sorry for the necro, But I just found out about this, Great work!
  2. It 's great to see this amazing ressource is still supported Thanks ebarbarossa
  3. Thanks I'm about to start an Ascension campaign and I just wanted to make sure this houserule could cover every aspect of "tests" before proposing it to my group.
  4. Hey there, I posted this question on another thread but I didn't want to derail it so I started my own thread +++++++++++++++++++ On the other thread, Darth Smeg said: Easy DoS Whenever rolling a test, the 10's digit is also your DoS. Example: Bob shoots Greg, at short range using Semi Auto for a total bonus of +20 to his BS, which is 30. His effective BS for this test is 50, and he rolls 34. Under the Easy DoS rules, this is a hit with 3 Degrees of Success. That being resolved simply by looking at the first die (the one showing 10's). This means that you want to roll as high as possible, under your threshold, rather than as low as possible. The statistics are the same, however, you have just as much chance of scoring the same number of DoS as you have under the normal rule. The higher your effective threshold, the higher you can roll and still pass the test. And the more DoS you can achieve. But this saves you from a calculation on every test, and they add up. In a 10 round combat with 6-8 fighters, this simple subtraction to work out DoS can account for several minutes real time. Over a long and combat intensive game session, it really adds up. +++++++++++++ I find this houserule very interesting. As my player's are old farts like me, sometimes after a full day's work, simple subtractions can be quite daunting. But I was wondering for those of you who are using this houserule, how does it handle thresholds when they are over 100 ? Do you add an extra DoS for every "10" over 100 ? Hmm that doesn't seem quite right..
  5. Darth Smeg said: Easy DoS Whenever rolling a test, the 10's digit is also your DoS. Example: Bob shoots Greg, at short range using Semi Auto for a total bonus of +20 to his BS, which is 30. His effective BS for this test is 50, and he rolls 34. Under the Easy DoS rules, this is a hit with 3 Degrees of Success. That being resolved simply by looking at the first die (the one showing 10's). This means that you want to roll as high as possible, under your threshold, rather than as low as possible. The statistics are the same, however, you have just as much chance of scoring the same number of DoS as you have under the normal rule. The higher your effective threshold, the higher you can roll and still pass the test. And the more DoS you can achieve. But this saves you from a calculation on every test, and they add up. In a 10 round combat with 6-8 fighters, this simple subtraction to work out DoS can account for several minutes real time. Over a long and combat intensive game session, it really adds up. Very interesting, Sorry to derail this thread, but tell me Darth Smeg how does the Easy DoS rule handle thresholds when they are over 100 ?
  6. Man, this is what I was looking for! Great Job unknownrelic
  7. As a houserule. How about allowing only semi-auto burst in melee? Wouldn't it even things out ? It sure would make SA more useful IMHO
  8. Hey Seether00 A few years ago there was huge effort from the D20 modern community to convert WH40K to the d20 system I just found the thread here Look at post #1180 there is a link to a fan made "40k to D20" PDF. I didn't have time to look at it but it sure looks thorough. Hope it helps
  9. MILLANDSON said: Also, rules for converting the Dark Heresy psychic system to the RT/DW one is in the "Rites of Battle" DW book. Are you serious ? I sure hope it will not be the same vague sidebar we got in the Rogue Trader core book
  10. wolph42 said: i haven't wade through 5 pages of replies, so it might have been mentioned before. But the unnatural characteristic is limited to steps of 5. so x2 means a maximum of 10 toughness. this does not add up to 22 but to 18 in the OP. I think that in itself is balance enough. Could you give us a reference ? Because I'm quite sure this is not RAW or even RAI In Creature Anathema take a look at the Osedex p44 S: (12) 60, the Genestealer p90 Ag: (12) 60 and the Lictor p94 S: 63 (12), no limits there. It comes even more obvious in Ascension : The Burning Princess p197 WP: (14) 75, Marabas p204 S: (12) 63, T: (21) 72 & Int: (27) 99 and the Slaugth Intendant Recusant p208 T: (12) 61 & Int: (14) 70
  11. N0-1_H3r3 said: There is another way - double all modifiers for range on Scatter weapons. Point Blank becomes +60, Short Range becomes +20, Long Range becomes -20 and Extreme Range becomes -60. Emphasises their effectiveness at close range and their ineffectual nature at long range, boosts Scatter (because a BS 30 Naval Armsman with a Shotgun suddenly hits on a 90 or less, which in turn makes it easier to hit several times - a roll of 1 for that character hits 5 times), and gives them an edge against point-blank autofire (+50 to hit as a full action, or +60 to hit as a half action). It'll still not fare particularly well against heavily-armoured or extremely tough enemies (1d10+4 will only do so much against an Ork or an enemy in Power Armour, even at point blank), but that's what specialist ammo (I allow Manstoppers in Shotguns, but they lose the Scatter rule if so loaded; the Amputator Shells on page 136 of the Rogue Trader rulebook are a good alternative against tough instead of armoured foes) and special weapons are for. YOINK !
  12. Hey there Redeucer, I was wondering how are you planning to integrate Unnatural Characteristics in your sheet layout?
  13. From the Dodge entry in the Rogue Trader rulebook: When Dodging an area effect weapon (such as a flamer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres.
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