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bluntpencil2001

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  1. What should we do if Homeworlds (such as Penal Colony), grant skills which are then granted by the character's Background? For example, Penal Colony gives both Common Lore (Underworld) and Scrutiny, and so does Adeptus Arbites. I'm inclined to lean towards increasing the skills by 10. Another option is +2 to the relevant stat (Int and Per, here), just like the divinations.
  2. Ideas: The Acolytes purge some Daemons. The Grey Knights turn up. This is a bad thing. On Nurn Delta, the sky warriors have come for the heroic youths again, but they're apparently way off-schedule. A Deathwatch Kill-Team desperately needs the Acolytes to quietly place locator beacons for them, in various territories throughout the Hive. Logs on Enkidu, which was involved in the Nova Terra Interregnum, implicate the Dark Angels in something insidious.
  3. That's how I'm running it. It allows for weaker Nulls, and stronger ones, without becoming utterly game-breaking.
  4. It's still not the point. A Dodge removes his Reaction, as does a Parry. As does two Psychic attacks. Ciaphas Cain's sidekick would have been toast if this was the case. The Culexus does, admittedly, get more, but even he isn't immune to the Psychic attacks - and that's a major departure from the background, and the tabletop battle game. Not even Eldar Farseers or Lords of Change can hit a Culexus directly with Psychic power.
  5. Warp Disruption and Anathema don't protect against ranged psychic attacks (which is most of them). A telepath or pyromancer or whatever 30 metres away will laugh. Even the Culexus isn't immune to every psychic power.
  6. Untouchables aren't very good at resisting Psychic Powers right now. "But they get massive bonuses!" I hear you cry. "No, they don't," is my response. Now, let me explain. I'm cool with there being multiple levels of Untouchable. That's fine, with varying talents and things. Totally cool. However, their best thing - resisting Psychic powers, frankly, sucks. Psychic Null revolves around using Deny the Witch, or opposed WP checks. The thing is, they only get one Reaction a round. This is pretty bad. If they get shot at, and dodge, or parry an attack, they can't Deny the Witch. If they're against two psykers, they're toast. This even applies to the Culexus Assassin, providing you shoot at it enough to wipe out the extra Reactions. My solution is simple, and prevents us going back to 1st ed. Untouchables: Deny the Witch doesn't require a Reaction. It does not require skills such as Dodge, as he isn't Dodging to Evade. This means it can be used multiple times per turn. Characters who invest a ton of XP into it could become immune to certain powers, but that's okay. They'll still technically be able to get beat in opposed checks, but it'll be tough, which is fine. It's very likely their 'special thing'.
  7. I go with the reading as follows, although, admittedly, it requires bending the words a little: Overwatch ends when you take an Action or Reaction. I treat the firing action, as an action which you've already paid time for with your Overwatch action. Completing this action, by firing, ends your Overwatch. Done. You can fire once.
  8. Right, Some folks, like me, want to make Dark Heresy involve more blood loss, and have each wound mean something. The Beta's ideas for wounds and damage, I liked a lot. However, it gave high rate of fire weapons, with low damage, a distinct advantage over high-powered, single shot weapons. A spray of autogun fire could rival a plasma blast, for example. I've been thinking of a way to make it work. Use standard Dark Heresy combat rules, but with damage working in a similar fashion to the Beta. However, give each weapon an additional stat: <INSERT NAME HERE> This stat would reflect what bonus wounds caused by the weapon would give to subsequent damage rolls, instead of a flat +5, or +10 for criticals.
  9. Not necessarily. An armour piercing bullet has just as much chance as shotgun buckshot as penetrating a tank's armour.
  10. No, make it a Homeworld, just like Highborn. A Highborn could be from any world too, but it makes him substantially different. Otherwise your Adepta Sororitas character, who is almost certainly from the Schola, can't become a Battle Sister. Your Adeptus Arbites, from the Schola, doesn't have Arbites skills, and isn't as scary.
  11. Armour Penetration was the biggest change from 2nd Edition, to 3rd, and has always stuck around since. It isn't perfect, but now allows for differences between various guns. Right now, Armour Penetration, in Dark Heresy, is the exact same as damage, but just not as good. It doesn't differentiate between weapons much. - I've been toying with the maths, and it generally holds up, but requires ways for damage to stack, so that lasguns can kill Space Marines. Simply allowing Righteous Fury against PCs might just be enough, doing an additional 1d5 damage. I'm thinking - Fatigue at lower levels, and that Fatigue then causing TB to be lower against damage when Toughness is Fatigued (which it actually does now), and incorporating more Blood Loss. Interestingly, running the numbers, this doesn't make Dark Heresy much more lethal than usual, but does make characters end up losing fingers and things far more often.
  12. Okay, redoing melee weapons, to reflect how armour works in my idea, and to better reflect the wargame (I like the consistency). Power Maul Damage: 1d10+2 I Penetration: 6 Special: Shocking, Power Field Power Sword Damage: 1d10 R Penetration: 9 Special: Balanced, Power Field Power Axe Damage: 1d10+1 R Penetration: 12 Special: Unbalanced, Power Field - Chainsword Damage: 1d10 R Penetration: 2 Special: Balanced, Tearing -- Now, these weapons are deadly in certain situations. The Power Maul is best against Carapace Armour and less, just like in the wargame. It will mess you up quite easily, unless your Toughness is super high. The Power Sword is just like a normal sword, like in the wargame, but still hellishly deadly. It's also great for cutting up other guys' weapons, and cutting into armour. The Axe is dangerous, although the sword is slightly better against most armour you'll come against. Same as the wargame. The Chainsword is better than a normal sword, and against unarmoured guys, a bit better than the Power Sword. A flak jacket will make the Power Sword better, though, which is fine. -- All are super deadly. Boltguns will tear you a new one (a boltgun, is the equivalent of a guy with S 50 hitting with a chainsword, and better against armour). This seems to add up. --- Armour, however, seems too good. If it ignores penetration, like in 40K, it will be tough to inflict an injury. A Boltgun, shot against a T40 Battle Sister in Power Armour, will have damage reduced by 7. You will need to roll 12 or higher on damage to have any effect. I need to play with the maths. I don't mind armour being good, but restats of armour might be needed.
  13. Okay, I'm thinking the following: Toughness Bonus does not reduce damage. Characters do not have Wounds at all. Wounds are no longer a thing. Damage dealt over one's Toughness bonus causes a Critical Effect equal to the amount it exceeds it by. Armour Penetration completely ignores armour equal to that number or below, but has no effect on Armour Points higher. Damage and Penetration would need to be changed for many weapons. Getting on that now.
  14. Idea, based on the previous very good ideas: Toughness Bonus does not reduce damage. Characters do not have Wounds at all. Wounds are no longer a thing. Damage dealt over one's Toughness bonus causes a Critical Effect equal to the amount it exceeds it by. I'm not sure about the exact details, but I'm also very tempted to change armour to work the exact same as in the wargame. It gives a percentage chance to negate all damage (perhaps causing Fatigue instead of Critical Effects due to this), but can be completely ignored by high AP. Weapons would need to be restatted. Keeping the way armour works as is would probably require lowering damage for many weapons. I'm also tempted to have existing Wounds penalise Toughness Bonus, or bring bleeding effects in at lower levels.
  15. Do remember that a situation in which wounds are lower, for example, if randomness remains the same, it has an increased impact. Also note that increasing the danger of combat always hurts PCs, as they are in every combat, not just one or two. Generally, NPCs in fights are going to die, or lose, at least. PCs are the ones that are always harmed - even if it benefits them just as much as their enemies. This is because they are in every fight. The chance of severe injury has increased for them, not for the mooks who were going to die anyway. Of course, I like increasing the danger of combat, for exactly that reason. It ends up like Hotline Miami.
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