Jump to content


  • Content Count

  • Joined

  • Last visited

About MHJFaase

  • Rank
  • Birthday 09/04/1979

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Zevenaar, Netherlands
  1. This is for the NEW rules set: p. 101 Two-weapon wielder: ... It can be enhanced by the Blade Dancer, Gunslinger, and Sidearm talents. These talents do not seem to exist. Is this a reference to Only War which escaped editing?
  2. Hm, I think I missed some points in looking at those bloodletters. First, while frenzied, their stats change as follows: WS BS S T A I P WP F 71 -5 91 92 54 17 53 83 -19 For that reason, I'd increase BS, F and I to 25 (at least) so the stats stay positive. Defense becomes: Defence / Armour: Head (13/4), Arms (12/3), Body (13/4), Legs (12/3) That pretty much takes the heavy stubber out of the equation. You need to be really lucky to score a hit that causes a wound. I also miscalculated the amount the bloodletters close; that should be 20 metres per round, not 40 metres. And I misread the effect of force fields (daemonic) - it means you're taking away 0-4 DoS. Daemonic (2) reduces that as follows: 0 - 4% 1 - 12% 2 - 20% 3 - 28% 4 - 36% That actually has a LOT more impact than I thought... with a modified roll of 60, there's still a 60% chance of scoring no hits at all, 9% chance of scoring a single hit, 10% for 2 hits and 21% for 3 hits (if the RoF allows it) - you're averaging 0.9 hits per round at RoF 3, 0.7 at RoF 2. however, we're getting 20 rounds of fire with the heavy bolter, 30 with the autocannon. The heavy bolter gets in 18 hits, the autocannon 14. Well, you actual question was what I think of the bloodletters - They're capable of charging through a hail of heavy stubber fire nearly undamaged (which is what I'd expect) and do serious damage in melee, either whirlwinding or going all out against a single character. So yes, sounds fine to me (and I pray my character never runs into them... although the way the campaign is going that's exactly what's going to happen I'm afraid)
  3. This is no longer how suspensors or bulging biceps work. The pre-update bulging biceps reduced the penalty for firing heavy weapons unbraced from -30 to -15, which didn't align with the penalty listed on p132 (-20). The update fixed this to reflect the rules on p132. Suspensors don't reduce the penalty at all. Instead, they allow a character to brace a heavy weapon anywhere, for 1AP. Personally, I like that they no longer do the same thing. Actually, bulging biceps also allows to brace for 1 AP, so actually bulging biceps is plain better than suspensors - you don't need those things anymore, which takes a lot of weight off your weapon and makes room for an extra mod.
  4. Pretty nasty (although bloodletters should be). I'd expect them to go in a frenzy, then charge until they reach their target (not much fine tactics there) so all they do in a given round is move - hard target gives them a -20 to being hit. Now let's try to kill them Let's try firing down at them with a heavy stubber first. I don't know the level of your players, but let's assume the gunner has a decent BS of 50. it's got a RoF of 3, and we're not going to score much more hits than that without aiming, so let's put 3 AP in aiming and 1 in firing the stubber. Check is 50+30-20=60. Good chance of getting 1 or 2 hits (DoS are mitigated a bit by the daemonic trait). The bloodletters aren't dodging, but with 1d10+5 pen 1 not all stubber rounds are going to cause a wound. (it's a 50/50 chance, actually) - so, firing auto bursts I'm causing a less than a single wound per round on average. In that same time the bloodletter closes 40 metres. The heavy stubber has a range of 180m so 4 rounds, averaging 3(? ballpark figure) wounds, before a single blootletter closes on a single gunner. not enough to take the thing down. A heavy bolter has more range (200m) and more damage (1d10+12p4 tearing). that's an extra round of firing, and every hit counts, meaning the gunner can get in about 8 hits before they close, probably dropping a bloodletter and maybe damaging another one. A sniper rifle has great range (400m) and consistent damage. It's accurate, so our to-hit chance stays the same. I'd say we can get a hit every other round, causing 5 wounds before the thing closes. It's definitely softened up, but probably not dead. An autocannon would be sweet; the high damage (2d10+10) and p6 give a good chance of killing the bloodletter on the 3rd hit. the RoF is 1 lower than the stubber, but as we're probably not getting 3 hits in anyway, this is not much of an issue. Longer range means we get 7 rounds of fire. The gunner might be getting in about 10 hits, dropping 3 bloodletters with a bit of luck. This is all back-of-my head math; the bloodletters are definitely nasty, but if your characters have the right equipment and some BS they should stand a chance. Keep in mind that these could cause carnage if even a single one gets through, though. I think the current wound system prevents a character from being killed in a single round (unless flanked by two of them). For completeness: I'm missing damage type ®, and I'd change Fear -10 (Flee) to Fear -10 (Flee, Warp Shock). Overall, I've been missing the corruptive effect from daemons...
  5. I positively love the extra carrying capacity; to me, it both fits (guardsmen will be used to constantly carrying armor, weapons, rations, whatever they need, on their backs when there is no transport present or it's busted a track) and to me, it is useful. Even if you don't track carrying capacity, are you really going to allow a player to carry one of absolutely everything? Or constantly carry around a heavy weapon without penalty? Most heavy weapons weigh at least 30 kg. If you have a Sb of 4, that's the ONLY thing you're going to carry. Even when not using carrying capacity, I'd probably rule that you can't constantly carry a heavy weapon unless you have Sb 5. In our group, I'm probably the only player who tracks carrying capacity - the others don't have to because they don't carry a lot of gear. Generally, I just eyeball the weight of armour plus weapons, although in one specific case I added it all up (going into a space hulk with no backup, I tried to carry as much firepower as possible - I had to make some tough equipment decisions) With this addition, I suddenly don't have to track equipment weight anymore. My Sb is 4, so I can carry 120kg with the guardsman background. I'm probably not going to carry around a lot of extra stuff compared to what I do now - but I don't have to add up all the numbers to make sure it fits, I can just eyeball it. Besides, being able to perform extreme feats of strength like suggested earlier, is, to me, a very cool unique ability and definitely going to be useful.
  6. Hm, I hadn't really thought about that yet. Burning influence could work with both requisitioning and commissioning, I think. It should allow you to gain access to items that would normally be very difficult to attain - although it still shouldn't enable starting characters to obtain very rare gear. The current mechanic for burning influence is listed on page 233: " When attempting an Influence test, before rolling, an Acolyte may choose to decrease his Influence by 1d5 in order to automatically succeed. If degrees of success are important, the Acolyte is considered to have achieved a number equal to his Fellowship bonus." I consider it weird that the DoS is termined by Fb instead of IFb; this may be a typo. But it is not very relevant for this appliance, I think. The system in place would work well with commissioning, given the fact that I already stated it is impossible to commission an item if the net roll would be below 1. Basically, you can automatically succeed at commissioning an item if you burn 1d5 influence. When requisitioning an item, it can work as well, however, in that case it means ANY item can be requisitioned. That's not too bad, although I'd assume any character doing this would then take the -20 modifier for an indefinite loan. At first sight, that would make it more powerful than commisioning. However, there is still the point that even a loan for an indefinite period of time is still a loan - it may be recalled, especially if you later botch a requisition roll. I think that offsets the power of being able to get whatever you want. So, without too much thought, I'm tempted to use the mechanism as is. Should a starting character decide to immediately burn influence in order to borrow something out of his league, remember that it's still borrowed. I think he will be sorely disappointed when he's got to return the goods before having the chance to use them. If you're worried about abuse, you can always add "As with any influence test, a character can burn 1d5 points of influence to automatically succeed at the test. However, if he burns influence in order to requisition an item that he could not normally commission, the longest time he will be allowed to borrow it is for the duration of the investigation"
  7. Well, I never actually played ascension - but it was nice to think how my guardsman character might evolve to be a crusader or inquisitor (added a bit of ambition). I've revised the Acquisition skill use a bit (and renamed it Requisition) and come up with a Commisioning skill use. I'm not 100% happy of how it works at higher levels, though. If commisioning items means having them manufactured, it seems logical to tie manufacturing time to availability - power armour is just not as easy to produce as a lasgun. I have some difficulty determining reasonable times, though. I'd like some feedback on that. I've borrowed NimSim's idea of tying availability to the time needed to get an item, although the table works out differently. Requisition - Charm (IF) Characteristic: Influence Average Time: Part of a transaction Use: During an investigation, when a character finds himself in need of a piece of equipment, he can attempt to requisition it. In essence, he uses his authority or calls in favors to find and temporarily borrow the item in question. The character makes a Charm (IF) test to acquire a single piece of equipment and, if successful, he finds and acquires the gear sought. This test’s difficulty is determined by the availability and craftsmanship of the desired piece of equipment, and a modifier based on how long the character wants to borrow the item. One-use items (such as grenades) do not get a modifier based on duration, and never need to be returned (even if unused). +20: 1 or 2 days +0: For the duration of the investigation -20: Indefinitely In the case of one-use items such as grenades, the character may choose to increase the difficulty to obtain more than one item in a single requisition attempt. +10: 2 items +20: 5 items To acquire more than 5 expendable items of the same type, additional requisition attempts need to be made. If a character does not return a requisitioned item after the alotted time, he loses a number of influence points equal to the IFb of the person the item was borrowed from. At the game master's discretion, he may attempt to make amends by returning the item in question. In this case, he regains half of the lost points (rounded down). Additionally, if a character fails a requisition test by 4 or more degrees, the character is forced to return a previously requisitioned item to it's owner (even if it is an item he has borrowed indefinitely). If he refuses, the penalties for not returning the item are applied as usual. Re-attempt: If the test succeeds, it can immediately be re-attempted up to a maximum number of times equal to the characters Influence bonus during the course of an investigation. If the test fails, or if the maximum number of requisition attempts has already been made during that investigation, the character cannot re-attempt the test for a number of days equal to the degrees of failure suffered on the test. Commission - Commerce(IF) Average time: Part of a transaction Use: A character can attempt to have an item constructed for his personal use. In contrast to requisitioning an item, he will never have to return the item, but it will take time before the item is complete. Also, commissioning items is limited to items of Imperial origin that can be manufactured; xeno or archeotech items cannot be commissioned. To commission an item, a character makes a Commerce (IF) test. The test's difficulty is determined by the availability of the item. The item is always of best quality, but the commission test suffers no additional penalty for that. When commisioning one-use items such as grenades, the character may choose to increase the difficulty to obtain more than one item. +10: 2 items +20: 5 items To acquire more than 5 items, additional commissions need to be arranged. If the required roll is below 1, the item cannot be commissioned (not even by rolling a 1). The time it takes to manufacture the item is determined by it's availability (for higher availability items, the item may actually be produced from a store instead of custom-made) -10 or higher: 1 day -20 2 days -30 4 days -40 1 week -50 2 weeks -60 1 month -70 2 months -80 4 months -90 8 months -100 16 months If the character fails the roll, the item can still be ordered, but it's manufacture will get lower priority. For every degree of failure on the test, determine manufacturing time as if the availability were 1 step (10 points) lower. A character may have a number of outstanding commissions up to his Influence bonus. Re-attempt: If, for some reason, the character's influence increases, he may attempt to speed up any outstanding comissions which are delayed because he previously failed a commission attempt. The character makes a Commerce(IF) test, modified by availability and a +10 for every time the test was already attempted. If he succeeds, he manages to get the administratum's priorities straight and removes the delay, although the manufacturing time still cannot be reduced to less than the base amount. The delay never gets worse. Example: Upon being elevated to inquisitor status, Lljenov decides to commission a new suit of power armour for his personal use. With an influence of 75 and commerce +10, He needs to roll below a 5. His commision is approved, but it will probably take some time. He rolls and gets an 86, 9 degrees of failure!. The commission gets hopelessly tied up in bureaucracy; it would take decades to complete the request. Rather than waiting for the administratum to sort it out, Lljenov decides to start a second commission (he can have a total of 7) and gets a 46. That'll still take about 10 years to complete. He gives up for the moment, and starts out on his new investigation. When he returns, his influence has increased by 2 points, so he is entitled to re-attempt the failed commission rolls. He can now re-attempt both commissions, needing to roll below a 17. Neither succeeds, but after the next mission he gains another point of influence and re-attempts at 28 (Commerce(IF) is now at 88, -80 for the availability, and +20 for the previous attempts) - this time, one of the attempts succeeds and he cuts the delivery time down to 4 months (the base amount). 10 years later, he is surprised by the delivery of a second set of power armour... I propose to add 2 new item special qualities (although this could be handled in the text description as well) Special quality: Xenos This item is of xenos origin and, as such, may not be commissioned. Also, ownership of such an item may be frowned upon by the more puritan elements of the inquisition. Special quality: Archeotech Even the Adeptus Mechanicus lacks the means and/or knowledge to fabricate these items and as such, they may not be commissioned. These might be added to items, although, looking at the list, I don't think there are any items that definitely deserve the label, I'm not familiar enough with the 40K setting to judge that. I noticed I missed the availability for force fields: Refractor Field –50' Conversion Field –60' Displacer Field –70' Power Field –80' Now, to put the new system through my own scrutiny: - obtaining starting gear remains unchanged. - a starting character with an influence of 35 and commerce +0 can commission up to 3 items of availability -30 or better. With an average roll of 50-someting, -10 items (starting gear) take 2 weeks to produce (4 degrees of failure), -20 items take 2 months to produce (5 degrees of failure) and -30 items take 8 months. The last item will take up one of his commissioning 'slots' for the next 8 months, unless his influence increases and he manages to re-roll a better value. A spectacularly bad roll might cause an availability -10 item to take as much time, but that's what (imho) fate points might be used for. (besides, I could see how, after 16 months of administratum bureaucracy, the item finally catches up with the acolyte, by the time he had already forgotten he ordered it...) - requisitioning items works pretty much as it did before, although it is easier to obtain an item for a day or two. a character might spend a fate point for a +20 on an attempt to borrow an item indefinitely; seems fine. I'm not sure if requisitioning should be Charm (IF) instead of Commerce (IF); but it seemed appropriate. However, it makes the commerce skill less useful, and that might be bad. I felt that a penalty needed to be introduced for particularly bad failures (you're whining to the wrong people to borrow you even more stuff - instead they take back what they previously lend to you. Or, after pestering the local arbitrator, he decides to check out if that weapon you're carrying isn't actually stolen...) - At higher levels of influence, it's a LOT quicker to requisition the items you need than commissioning them. Effectively, commisioning items becomes a multi-step process where the character re-attempts to get priority for his manufacture after each succesful investigation.
  8. The problem is that the system is VERY restricive at low (influence) levels. For starting acolytes, it makes acquiring even basic items extremely difficult. To illustate a bit better what is happening, I've condensed the rolls needed to acquire an item in a table: - = no roll needed to acquire between missions X = impossible to acquire without modifier Roll needed (with Commerce +0) per rating IF 1 2 3 4 5 6 7 8 30 - - - 20 10 X X X 40 - - - - 30 20 10 X 50 - - - - - 40 30 20 60 - - - - - - 50 40 70 - - - - - - - 60 80 - - - - - - - - At low IF ratings, it's nigh impossible to acquire an item with a rating above your actual influence; this becomes worse if you consider commerce starting at -10. Admittedly, this is not much different from the existing system; what you've effectively done is give characters a +10 modifier for every point of IFb above 3, making acquiring items explosively easier. I'd expect the table to look more like this: Roll needed (with Commerce +0) per rating IF 1 2 3 4 5 6 7 8 30 - - 50 30 10 X X X 40 - - - 50 30 10 X X 50 - - - - 50 30 10 X 60 - - - - - 50 30 10 70 - - - - - - 50 30 80 - - - - - - - 50 Is this what you're looking for? Basically, you'll have a 50/50 chance of acquiring an item at 'your' level of influence; anything below is automatic (or a 70+ roll in-mission). you've got a shot at getting something 1 point higher, good luck getting 2 points. The roll would be Commerce(IF)+20, plus the current availability modifier, and an additional -10 penalty for every rank the item is above your own. That seems bulky, though (easier to look it up in the table).
  9. Thanks for your feedback! The Ascension system was actually aimed at just that. If I recall correctly, when attempting to "requisition" items, you'd get modifiers based on duration: +20 for 1 or 2 days +0 for the duration of a mission -20 for acquiring an item permanently. And of course, there were influence penalties for those "borrowing with no intent to return" (I think it was 10% of the influence of the person you were cheating out of their stuff) For getting equipment permanently, it had a different system called "commisioning" - this basically meant that you arranged to have an item specially made for you. This was only possible for Imperial items (no xenos artifacts and the like), and could take months. This required an Influence roll only modified for availability, but it could take months before an item was actually completed. It would probably be good to re-introduce the difference. Both rolls could be Commerce (IF), although requisitioning (borrowing) items could be Charm (IF), because that's basically convincing someone he can trust you to return the stuff. The exact mechanics of "Commisioning - Commerce(IF)" would have to be worked out. As you correctly state, it would have to work without too much player whining or GM fiat. I'd also prefer to eliminate the mechanism of rolling over and over again to get the item you want. Example with the current system: Suppose I'm trying to get a rare item and the target number for my roll is 15, and I roll 20, 54, 93, 16, 31, 72, 4. Thats 2, 5, 9, 1, 3, and 7 days lost, for a total of 27 days. Although, on average, the system works out, that's still a lot of dierolls and adding up to determine if I can obtain an item and how long it takes. And you could get players hoping to get a 1, which would succeed in any case (although I'd expect that one easily overruled by the GM - if the availability penalty is worse than your Commerce(IF), forget about it...). I'll see if I can come up with a description.
  10. For me, the influence system in Second Edition needs some attention. Although the influence mechanics seem sound enough, I think it is mainly the availability values in the equipment tables need some serious rebalancing. (for an alternative to the influence system itself, see NimSim's post about influence and subtlety) Here is my reasoning: The influence system seems to be the primary mechanism by which the acolytes acquire their gear or any services they need. As such I'd expect the sytem to take care of the following points: Firstly, gear for newly made characters. This should reflect items that the character has retained over his career before becoming an acolyte. We're talking low power level here, so lasguns, shotguns, maybe a mono sword, but probably not a chainsword and bolt pistol. Secondly, it should provide a mechanism for acquiring gear or services during a mission (we're going to break into the heretic's stronghold and need some explosives to blow out the back door, or maybe the guardsman's flak armor got busted and needs to be replaced. Or the acolytes need to acquire the help from a couple of local enforcers. Thirdly, it should provide a mechanism for acquiring new personal gear between missions. At starting level this should be comparable to the starting gear; at later levels the items that can be acquired should slowly get more powerful. Scaling up to the far end of the system, for newly minted inquisitors, this probably means they can get their hands on a suit of power armour and a power weapon if they invest some time in it. At first sight, the current system seems to be inspired by the influence sytem from Ascension (pages 13-18 for those who have that book), although it has new acolytes starting somewhere around 36 influence (25+2d10), and puts newly minted inquisitors at 75 (I take this from the prerequisite for the inquisitor talent, p.66) - for the ascension system, acolytes would have been at influence 1, and newly minted inquisitors at 40. The ascension system, however, had more extensive rules for the use, gain and loss of influence. The new system is somewhat unclear. On p.131, it is stated "To acquire an item or service, a character must make a requisition test. To do so, the character makes a test (as outlined on page 13), rolling 1d100 and comparing the result to his Influence characteristic." - there is no mention of the commerce skill, no mention of the amount of time it takes to perform the action and no consequences for failure. It does mention an effect on the groups subtlety, which is good during missions (case 2) but probably not applicable when acquiring gear between missions (case 3) However, Commerce (p.79) states: "A character makes a Commerce (IF) test to acquire a single piece of equipment and, if successful, he finds and acquires the gear sought." it also mentions "If the test is failed, the character cannot re- attempt the test for a number of days equal to the degrees of failure suffered on the test." Still, no mention of the amount of time for the test itself, other than "part of a transaction". For starting gear, p.59 states "An Acolyte can select a number of items up to his starting Influence bonus value from the Armoury that have an overall Availability of –10 or higher." Now let's compare this to my 3 cases. The first is pretty clear: a few (3 or 4, 2 if you're really unlucky.) items of availability -10 or higher. I could get a laspistol, lasgun or long-las, the non-heavy solid projectile weapons (that excludes the sniper rifle, but I don't particularly mind that), a flamer, or any low-tech weapons. The web pistol (-10) stands out, I'd expect that to be a little harder to get. But not much of an issue here. Krak grenades seem, at first sight, a little too easy to get at -10, but it's an expendable item, so if a single krak grenade is going to be your one saved-up pieces of starting equipment - fine. Chain weapons seem to be too easy to get. Although their availability is lower than low-tech, all except the eviscerator classify as starting equipment, making the low-tech weapons obsolete other than for style purposes. Enforcer armor is harder to get than flak armor, and doesn't qualify as starting equipment (at -20) - with an arbites background you do get one of these for starters, but as it's also worse (heavier and less protective) than flak this seems weird. Also, according to case 3, this means that a fresh character attemping to get one of these items should be able to do so if they have a little time (e.g. between missions). A starting character will have influence between 27 and 45, with commerce (probably) between -10 and +10. That puts the full range between 17 and 55, although let's say between 25 and 40 for practical purposes (assuming the commerce description is the right one). Because the only penalty for failure is a time before re-attempt, with enough time, any acquisition that can be made with a lucky roll can be made. With a net check of 10, a requisition attempt would average 50 days; this becomes 23 days for a check of 20 and 14 days for a check of 30. (Somewhere along those lines. I can include the whole computation but I think this is enough for argument's sake). For practical purposes, I'll assume any item requiring a net roll of 20 or more can reasonably be acquired between missions (3 weeks time). So, to acquire an item of availability -10 between missions, I'd need Commerce(IF) at 30. That seems about right. However, playing a highborn administratum character, my Commerce(IF) is going to be around 50. That means I can get my hands on anything of availability -30 or higher. That, in itself, doesn't sound too bad. However, that means I can get a power weapon (sword, axe or maul), plasma gun, bolt weapon (pistol, gun) or hot-shot lasgun. the bolt pistol, maybe. The power sword? questionable. The plasma gun/boltgun? I'd say no. Some care needs to be given to the rarity of some of the, well, rarer items. Looking at the newly-minted inquisitor, depending on his commerce skill his Commerce(IF) will be 65-105. There is nothing in this book he can't get, although With an availability of -50, the inferno pistol, autocannon, heavy bolter and light power armor might take a little longer to get if the inquisitor hasn't got his commerce skill up to scratch. But I feel the availability of some of those items might be decreased to -70 or -80. If the new inquisitor really cares that much about his gear, it's likely he'll have invested in his commerce skill anyway. Also, let's take a look at a character who focuses on commerce. I'll take an adeptus administratum seeker (cheap Int and Fel) At 1350 xp, I'll have commerce at +30, so commerce(IF) is at 65, assuming average influence. This already puts ANY item in the book in reach (effective skill 15, ok, will take a long time for the most rare items) - admittedly, this is not a balanced character, but focusing about 25% of my xp I'd be there at rank 4. this seems too soon to be able to get everything - making a stronger argument for decreasing availability of truly rare items below -50. Focusing the character a bit more, I take int 50, fel 50, keen intuition, cover-up and contact network (whcih replaces F for IF). This is about 3450 xp (including commerce +30). spending 25% of xp along that line we're talking rank 7, although that probably means we raise F to 70, not 50. This puts Commerce (IF) at 100 on rank 7, meaning that an item with availability -80 is something that can be acquired. I'd propose putting the 'rare' end of items in that range (rather than -40, -50). Commerce(IF) would be at 80 at rank 3 for power players, so they'd be able to get availability -60 items. One thing I haven't addressed so far is acquiring items mid-mission. Now, we're talking about a single Commerce(IF) roll - no time for retries. For starting characters, availability +20 items have a 50/50 chance of being acquired, although this could be increased to 70/30 if they're willing to spend a fate point if they really need it. All you can get is a laspistol, a knife, or a staff. Not much room here. Replacing a piece of starting equipment is, at a -10, very hard. I don't mind the latter (as stated, to me, starting equipment reflects the valuable stuff you've saved up, not necessarily what you can acquire on the fly) but the availability of very common, easy-to get items should probably be raised a little (at +40, a starting character has a 70% chance of finding something in a hurry) So to summarize: - the rules should be clarified on how long it takes to accomplish a test, what the test is (plain IF or Commerce(IF), and what the penalties of failure / possibilities for re-attempt are). The requisition part an p. 131 should probably redirect to the commerce skill. - the starting equipment mechanism seems ok, the item tables maybe have 1-2 items that should be a little rarer. - The availability values on the tables should cover a much wider range, say from -80 to +40. The values should reflect the following: +40: abundant goods (easy to acquire during a mission) +20: common goods (possible to acquire during a mission but not guaranteed) -10: starting equipment (hard to get during a mission, but possible to get between missions) -30: early game (rank 1-2) equipment (with some difficulty, between missions) -50: mid game (rank 4-5) equipment -80: late game (rank 7-8) equipment Note that there is about a 50-point difference in what can easily be acquired during a mission, and what can be acquired with some effort. Also, I'd expect items with even lower availability (-100 or even lower) to be added in rules supplements for higher power levels. - Availability values should be better balanced against one another I've given rebalancing the availability of items a shot in the following table. Please note that this is without looking at the stats of the items in detail; it's my interpretation of how easy it should be to acquire these items taking the setting in mind. Suggestions on that part are definitely welcome. (anything marked with a ' is changed from the last update). BOLT WEAPONS Bolt Pistol –30 Boltgun –50' Storm Bolter –70' Heavy Bolter –50' LAS WEAPONS Laspistol +20 Lasgun +20' Long-las –10 Hot-shot Laspistol –40' Hot-shot Lasgun –50' SOLID PROJECTILE WEAPONS Autopistol +10' Stub Revolver +30' Hand Cannon +10' Autogun +0 Shotgun +0' Sniper Rifle –20 Heavy Stubber –30 Autocannon –50 MELTA WEAPONS Inferno Pistol –80' Meltagun –50' PLASMA WEAPONS Plasma Pistol –70' Plasma Gun –80' FLAME WEAPONS Hand Flamer –30' Flamer –10 Heavy Flamer –40' LOW-TECH WEAPONS Bolas +10' Bow +0' Crossbow +10' Throwing Knife +10 LAUNCHER WEAPONS Grenade Launcher –20 Missile Launcher –40' EXOTIC WEAPONS Needle Pistol –50' Needle Rifle –60' Web Pistol –20' Webber –40' Grenades & Explosives Frag +20' Hallucinogen –30' Haywire –40' Krak –10 Melta Bomb –30 Photon Flash –10' Smoke +20' Stun –10 Web +0 Melee Weapons CHAIN WEAPONS Chainaxe –40' Chainblade +0' Chainsword -20' Eviscerator –60' POWER WEAPONS Power Axe –60' Power Fist –80' Power Maul –60' Power Sword –50' LOW-TECH WEAPONS Knife +40' Sword +20' Staff +30' Warhammer +0' Whip +0' FORCE WEAPONS Force Staff –70' Force Sword –80' SHOCK WEAPONS Electro-Flail –50' Shock Maul –20 EXOTIC WEAPONS Hunting Lance –40' Armour Robes +40' Manufactorum Coverall +30' Hive Leathers +20' Feudal Armour –10 Body Glove –30 Enforcer Armour –10' Flak Armour –10' Mesh Armour –40' Light Carapace Armour –60' Light Power Armour –80' Weapon Modification Backpack Ammo Supply –10 Compact -30' Counter-weight -10' Custom Grip –30' Expanded Magazine +10 Melee Attachment +20 Mono –20 Motion Predictor –40' OmnissianSanction –50' Photo Sight –20 Preysense Sight –20 Quick-Release -20' Red-Dot Laser Sight –20' Reinforced +10 Suppressor –10 Suspensor –50' Targeter –50' Telescopic Sight –20' Vox-Operated –60' CUSTOM AMMUNITION Amputator Shell –30 Bleeder Rounds –20 Dumdum Bullets –10 Expander Rounds –10 Fragmentation Rounds –10 Inferno Shells –30 Scrambler Rounds –30' Tox Rounds –30'
  11. I agree with most of your comments, and I like your mechanic for automatically acquiring items between missions based on influence bonus. I don't like the way you propose to roll for acquiring items outside that, though. "the player must roll against a target number of his Influence minus 10 for each point of Rarity Rating in excess of his Influence Bonus (This is a Commerce Skill Roll, with Influence as the Characteristic)." - this means Influence counts twice: as the target number AND the roll. (IF 40 instead of IF 30 makes for an effective +20 - in the example, if Gecko had an IF of 36, he'd have to roll against a 16 (36 + 10 - 30) instead of a 36 (46 + 10 - 20). It's not a very transparent roll (you're adding in complexity what you're removing on the other points). I've got my own proposition to addressing the influence system (I'll post it in another thread) although my main conclusion is that the availability in the item tables should be rebalanced, and modified for a much greater range (-80 to +40) - that, however, doesn't address the gaining/losing of influence, and leaves the bulky system in place for acquiring gear between missions. If you can come up with a better system for acquiring gear in-mission (or in excess of IFb between missions) you've got my vote.
  12. I'm in favor of removing the fatigue for narrative movement alltogether, mainly for easy of administration. If it stays, it should be lessened to 1 fatigue every Tb hours. My reasoning: this is very easy to forget. You walk for 2 hours, search a building, and then end up in combat. very easy to forget the 2 points of fatigue unless you're turning the game into an adminstrative excercise. The impact is small, unless players try crazy stuff. Speaking of crazy stuff: how about an 80 km hike? From personal (IRL) experience, I attempted that while in good general shape but without specific training. Took me about 16 hours, and sure, I was tired at the end but not unconscious. With the current system, that would (if I'm not mistaken) require Ab 5 and cause 16 (!!) fatigue. Ignorning the Ab requirement, 16 fatigue seems too much. If I take 1 fatigue for every Tb hours of movement, this would be (with an average-joe Tb of 3) 5 fatigue. Pretty much exhausted, but good to go the next day.
  13. Somehow, I feel unarmed combat can become too powerful too easy. I was playing around with the following: Take a warrior with average (35) starting characteristics, and focus on the melee talent tree. I now go for WS50, S50, crushing blow and furious assault talents (at rank 3, including prereqs this is 3900 xp). As I see it, this should be a character who can deal with novice opponents easily, but not all-powerful. My unarmed attack profile is now as follows: damage: 1d5+5, RoF = 3. This doesn't seem too powerful, but with crushing blow I can opt to lower RoF by 1 for Sb extra damage: damage: 1d5+10, RoF = 2. Now, I take the called shot action. As precise blows is prereq to furious assault, My RoA is capped at 2 (instead of the usual 1). If I manage to score 2 hits on my next attack, I can combine them into 1 hit (due to furious assault) with (effectively) 2d5+20 damage. Also, because of crippling strike, the attack counts as +5 on the damage table, so effectively 2d5+25. (for every extra point of Sb, this increases by 4) This is an unarmed attack. Because fighting unarmed is just another weapon profile, and not a "special" attack (as it was in DH1) this has suddenly become extremely deadly. Note 1: I've got nothing against deadly unarmed combat. This just seems a little too easy. Note 2: The same with a sword doesn't become much deadlier, except that the 2d5 becomes 2d10. (average 30 damage to average 35) besides, with a sword you need A60 or WS60 (after the errata) to achieve the same RoF (actually, from here, WS60 is not that hard to get; one of the reasons I don't like the change to sword RoF). I've been thinking about what to do about it this. I think the difference between unarmed and armed should be bigger, and I don't think it should be THAT easy to kill someone outright. I propose the following, basically borrowed from DH1: Scale the damage on unarmed down, for example to 1d5+Sb-2. Impose an attack penalty of (say) -20 for attacking unarmed vs. armed. There could be (separate) talents for lifting the penalty / improving the damage of unarmed attacks. Not too cheap, I think. My second (already briefly mentioned) and related point is that I think WSb-3 is too powerful as RoF for swords. With the above combination, I'll never consider using something different again (well, as a melee fighter) - if you go for melee, improving WS and S makes sense in any case, and taking these talents to go with it is not very expensive. With a sword and WS60, you'd get 2d10+27 damage on a succesful hit (with 2 degrees of success). it's not impossible to defend against, but for something which will kill even a master in one hit it is just too easy to get and takes only 2 AP (add penetration 8 to that with a power sword, but otherwise it's the same). Changing it back to Ab-3 might make Agility an all-important stat again, but since you can have either Agility or WS cheap, at least it's going to cost some serious xp to do so (definitely possible - just not extremely cheap anymore)
  14. To me, that would solve a big problem. The biggest problem (to me) is that small hits (less than 5 damage) get upgraded to 5 damage on successive wounds, resulting in (gory) death on the 7th (light) hit. Although taking fatigue is not to be taken lightly, taking 7 fatigue would be infinitely preferable to dying outright. Admittedly, that would put a character close to unconscious, but if his friends can't drag him out, he's got a problem anyway. I also like it because it would make raw Tb somewhat more influential in keeping a character alive. As is, having a Tb of 3 or 4 does not (generally) make a huge difference. If your Tb + armor doesn't stop the wound altogether, it doesn't matter much what it is (except on that final hit where, admittedly, 1 extra damage will kill you.) When damage under Tb results in 1 fatigue, a lot of the damage you're taking will actually be fatigue. Which is limited by Tb (+ WPb). Characters with extremely high toughness (85-90 would be expected for high-end PC's) might seem nigh-invulnerable, though. With a 9Tb character, it will take 18 damage to do more than a glancing hit. However, we're talking inquisitor-level characters here, facing powerful enemies. Who cares if they can shrug off a heavy stubber? (actually, I think they SHOULD be able to shrug off a heavy stubber, at least the combat-oriented types - they'd be more like (if not actually) space marines at that level) - they'll be facing foes that wield melta and plasma weapons, who will have talents to enhance their damage. As for the bolt pistol against the head example: just use narrative and have the enemy die. If it's a master, how did he end up to have a bolt pistol against his head in the first place? If the players managed that, they can be allowed an easy kill at the GM's discretion. Making this adjustment may require some further modifications to the weapons table though, but I'm not opposed to that.
  15. Prosanguine lists a cost of 200 xp on p. 119 (in the tree), 600xp on p. 120 (in the text) Omnissiah’s blessing lists a cost of 200 xp on p. 119 (in the tree), 400xp on p. 120 (in the text)
  • Create New...