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Dan_of_Hats

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  1. I think this topic is developing less into a "How would you make the Age of Sigmar workable as a tabletop setting?" thread and more of a "This is why I don't like Age of Sigmar" one. The intention is not to tell people they're wrong for disliking Age of Sigmar, or to assert that it is a superior setting to the Old World, or to change people's minds about their existing thoughts and feelings. I agree that the Old World is a richer, more nuanced and lore-rich environment....it also has, what, twenty plus years on Age of Sigmar to have worked out those details? Not to mention that it is easy to forget that for a good portion of that time, Warhammer didn't cover any of those details in any depth either, and was as generic a fantasy setting during a time rife with generic fantasy. But people accepted that it wasn't going to go away, they stuck with it, and over time the setting grew richer and more nuanced as people contributed to it. I can't say when Age of Sigmar will cover these details, or if they ever will, but to dismiss it out of hand for not starting with the same level of detail as game that had a twenty-plus year head start is a little unfair. By all means, dislike the higher fantasy styling, the aesthetics, the naming conventions, those are all valid, all I'm trying to do is provide a place for people who ARE interested in the setting to brainstorm those very details you would have liked to see present. And for everyone whose been saying "I can make my own setting anytime I like", try it sometime. You'll find yourself asking these exact same questions and hitting these exact same conundrums, so even if you don't happen to like Age of Sigmar, consider it an interesting mental exercise should you ever want to do a little world-building.
  2. OK, lets unpack this piece by piece. Yes, there are cities in all of the Realms, many of them in ruins at this point due to Chaos rolling in and being, well, Chaos, but there are and have been civilizations beyond Azyrheim, although their cultural identities are thus far not established (which is, in part, what I'm looking to figure out what they might be like with this thread). By necessity, there are common folk who are not soldiers, be they merchants or farmers of dye makers or butchers, etc. Even if it were just Azyrheim, people still need the things that necessitates the existence of a common non-militarized class that far, FAR outnumbers the number of soldiers it supports - if everyone is a soldier, who has time to grow crops or sew clothes? Chances are if you live in Azyrheim, you can pretty much go your entire life without seeing a war since Sigmar keeps his home turf pretty clear, although you'd likely be used to a high level of military presence. In fact, Azyrheim is probably a whole lot more peaceful and free from war than the Empire ever was, as it doesn't have huge swathes of woodland infested with cultists, beastmen and other nasty creatures to worry the populace with, nor do they have any real borders to defend against enemies since the Realms are each distinct planes of existence - barring some Skaven-gnawed wormholes and threat of invasion through the Realmgate itself, Azyrheim is pretty much as secure as you can get. While the Duardin and various Aelfs have strong associations with certain Realms, they do not wholly occupy those Realms to the exclusion of all others; the Fyreslayers have lodges spread across all the Realms, each with different traditions, and given Grungni is the last God of Order still hanging out with Sigmar you can bet there's a huge population of Duardin in Azyrheim, along with a likely smaller number of the various Aelfs, and probably a few undead and orruks too. The races may largely be divided along specific factional lines, but these varied peoples existed for millennia of peace before the whole Chaos invading bit, long enough that there would be at least some small fraction amongst their respective numbers that willing choose to run counter to typical expectations. Again, this isn't likely to ever be represented in the tabletop wargame for the sake of keeping the factions clearly delineated, but from the perspective of a roleplay game, it probably wouldn't be surprising to see some of these races walking the streets of Azyrheim or other cities in different Realms. Setting aside the whole Nagash / Gorkamorka thing, as they have become distinct factions in their own right, lets focus more on the loosely aligned forces of Order. Politically speaking, it's pretty clear whose at the top - Sigmar is a literal God that exists alongside His people. Imagine is the Abrahamic God manifested in the flesh and declared to the world He was going to rule, before starting to sort out all the stuff he didn't like - how do you think humanity would respond? And Sigmar did it one better by not only leading a civilization, but founding it so he could sculpt it from the ground up to be what he designed it to be. As such, politics is largely going to be in the hands of a very, very few people, chiefly Sigmar and the other Gods, but also notable heroes, generals etc. While Sigmar is a God, he does seem to be constrained to a singular location and thus can't be everywhere at once, so he likely has people endorsed to speak on his behalf in certain regards - most likely His Church and its priesthood. It's a safe bet to assume there are similar priesthoods for the other Order gods, with their own customs and duties, and each with likely be a formidable organization - church attendance is high when you know the Gods are real. That's not to say that political intrigue and backstabbing doesn't occur - in the Realm of Ulgu I'm willing to bet its the norm - but certainly in Azyrheim the presence of Sigmar will likely keep a tight leash on the ambitions of mortal men. Whether thereares things like trade, currency, festivals etc. are all questions this thread is meant to try and establish, to form a logical idea of how a place like this functions. Yes, you can say at that point just make your own setting, but that's missing the point - WFRP didn't start with all this material readily available, someone had to go out and make it. Saying that it's not worth doing the same for Age of Sigmar just because it's new and hasn't covered it at all is pretty unfair when you consider that, at one point, someone was saying exactly the same thing about the old Warhammer world, and look what a fun game that turned out to be.
  3. Again I feel the need to ask, what compels you to feel you have to be a demi-god for this setting? What reason exists that you must be super powered beings to exist within its world? The existence of the Stormcast Eternal? You could argue the same of the Astartes in 40K, and yet it has a whole series of games dedicated to playing lesser, "mundane" characters. Political intrigue and moral ambiguity can absolutely exist in the setting of Age of Sigmar, is just hasn't received any focus in the tabletop game, and even when politics was covered in the wargame of Warhammer or 40K it tended to be used as justification for why a war was happening. Don't get me wrong, I respect that it doesn't endear itself to people, and it has oh-so-many flaws people can rightly critique it for, but I don't feel the fact that you "must" play supreme badasses is a particularly fair one. By all means, dislike it for whatever personal reasons you have, I'm not here to convert anyone, but I think it has as much potential to be the setting for an interesting, involved game as WFRP and the 40K games, it just requires people to overcome the perception the tabletop wargame has left with people. And lets face it, all of the RPG games FFG have done in these settings have largely introduced the more civilian elements that were never explored by the games themselves - hell, Dark Heresy 1st Ed was set in the sector Dan Abnett pretty much made up for the Eisenhorn books, and takes about as much from his work than the wargame.
  4. There seems to be a common notion that because the tabletop game is over the top and full of powerful beings that the players must start at a point, if not equal to, then at least somewhat comparable to them. I can't say I agree with this; Dark Heresy (both versions) has you starting out as capable people, but not so far beyond the scope of other men that your common man with a stub pistol isn't at least something of a threat, and the 40K universe is FULL of stuff that makes the beings in Age of Sigmar seem pretty weak in comparison. Even Rogue Trader, arguably the game where the "mundane" characters are at their most powerful, aren't going to duke it out with Space Marines right out the gate. Powering up character is certainly an option if a player group and GM wish to take it in that direction, but I do not consider it a necessity of the setting to make every player some demi-god from the word go. When making pretty much all of their tabletop products based in either 40K or Warhammer, FFG used the tabletop wargame as a source of inspiration, not an absolute rule. Age of Sigmar is no different; even the Stormcast, who everyone seems to take the most umbrage with, are much closer in the scope of their powers to mundane humans than, say, Space Marines are to the common Imperium citizen. The Stormcast are potent beings, certainly, but they require far more in the way of sleep, food and other mundane necessities than the Astartes, and for all the finery of their wargear they lack the technological benefits that Space Marine wargear grants them. It's also important to note that there's a whole lot of regular human, Duardin, Aelf and other races out there who produce far more common threats for players to face - in WFRP, you don't throw players up against Chaos Knights on session one, so why do it in Age of Sigmar? The journey to reach the point where they CAN take on beings like that is part of the fun, and will feel far more rewarding for them having earned it.
  5. It's less that I feel a connection to the setting, and more that I think there's some potential to make is far more palatable if a few things could be established and elaborated upon. Yes, it might not be entirely reflective of the tabletop's representation, but neither was the 40K RPGs of that game, or WFRP before it; because it was a story about a handful of players rather than an army of hundred, or dozens of factions, those games could afford to explore things like how these societies function, how their civilians live their lives, and establish a loooot of information that didn't exist in the army books. I don't feel we'll ever get these kinds of details from Age of Sigmar unless we ourselves choose to answer them, and its world begs a lot of questions. How did human society differ between the empires established in Shysh over Aqshy? Did they consider themselves separate territories, or part of a unified empire under Sigmar? Was there ever any sort of rebellion against the rule of the Gods, and if so why would it have transpired? Did the Orruks, when Gorkamorka was loosely aligned with the Gods of Order, co-habitate settlements with the other races, and how did a race that feeds off conflict handle a period of relative peace? I feel the most fun way to explore ideas like this is to frame them in terms of how I'd present them in a roleplay game, and consider how players might interact with these ideas. AoS may be horribly one-note and largely reviled, but its existence does make for some interesting ideas, if properly explored.
  6. Realmgates: How do they work? So, lets talk about the Realms first and foremost, given that there have been few established rules presented to us thus far concerning how they operate. As near as I can tell, they are infinite in scope, being as they are planes formed from the mystical ideals of their respective wind of magic. That may sound very impressive, but in truth an infinite plane is horribly impractical to try and form a civilization on, let alone adventure in. Lets break it down a bit at a time for further analysis. Note that I'm writing this assuming the civilizations in question are those belonging to Order during the time it was establishing itself, before Chaos stormed in and wrecked everyones stuff. Geography & Navigation So you've got an infinite plane? Chances are it probably hasn't got a horizon like you and I might understand then. If the plane is truly infinite, then it would most likely be flat and not a sphere moving through a void like the Earth is, since if it curved around even slightly it would inevitably come back around on itself, and thus be finite in scope. The Realms are not planets, and that means things like how the horizon looks will also be different - chances are you can see a lot further (eyesight and lack of obstructions permitting) on the Planes than you can on Earth. You also likely won't have any sort of magnetic poles (or in the case of Chamon, too many to make much use out of), so deciding where North is requires an agreed central point to focus your maps on. That point in all likelihood would be the Realmgate, since there's apparently only one for each Realm (which again is horribly impractical to have only a singular conventional means of entry and exist from whatever Realm you happen to be in), and the vast majority of efforts to found communities will be focused as close to these Realmgates as possible; it'd probably be the rule that every Realms capitol would be founded directly around their respective gate. Celestial motions and day/night cycles are also problematic to consider, when you have a plane literally dedicated to being that of the Heavens. Does that mean none of the other Realms get stars, moons and suns? If they do, what are they and how do they function? What of Realms that are seemingly entirely subterranian, like Chamon? I've seen artwork that suggests the various Realms border one another, and thus the heavens visible from one Realm are simply that of Azyr, but in that case the Realms aren't infinite, since if you have a border you're clearly delineating between somewhere that IS the Realm, and somewhere over there that IS NOT the Realm. It's entirely possible that the Realms need no suns, moon and stars to function; Ulgu is going to be wreathed in shadows and darkness with or without a sun, Chamon may have luminescent crystals that brighten and dim with enough regularity to function as a day/night cycle etc. So, upon entering a Realm through a Realmgate, you'd probably find a tight cluster of greater civilized centres, which will gradually thin out the further out you radiate from the gate, until you likely have only token settlements before hitting the wild, untamed mass of the plane. The area within and slightly beyond the civilized portion of the Realm would likely be well mapped, with things like "Here be Magmaroths" around the rest of it, and perhaps a few bold explorers will have gone further beyond to find things. This doesn't discount other civilized areas beyond those founded around the Realmgates, but they are likely native to the plane with less interest in exploring beyond it, or have alternate means of movement between Realms (such as the Skaven). Resources & Sustainability Regardless of which Realm you're on, living creatures need a few things; food, water, shelter from the elements etc. Most planes will have an array of native flora and fauna for local inhabitants to eat, although not all will be safe to consume (trying to butcher a Magmadroth is inherently difficult when they have fiery blood. Would the meat come already cooked though?). Assuming there's at least a few creatures and/or plants that be sustainably farmed on the Realm (or brought from other Realms and can survive their new conditions), sustained farming shouldn't be too problematic given there's no shortage of space. The real problems would likely come from keeping those crops and livestock safe from potential threats native to the Realm, which would vary dramatically in scope. Some Realms would likely have an easier time than others with providing food (Ghyran and Ghur being prime examples), but suffer predation from predators or dangerous forms of plantlife (Ghyran and Ghur being prime examples). The natural resources of each Realm will differ tremendously, but most should have access to some form of stone, potentially metal and wood as well. This is part of why civilization would focus so closely on proximity of the Realmgates; the simple fact that resources lacking on one plane could be transported with relative ease from another plane. Aqshy probably doesn't have a whole lot of wood, so they ship some in from Ghyran. Ever-burning rubies are sold to Ulgu to act as a heat and light source, and in turn their famed shadow-ink (freshly milked from the Shadow-Beasts) is sold on. This simple economic structure of bartering, along with the fact that all these different races are technically supposed to be working together, would likely mean that there is no coinage needed, since who else are they trading with? Chaos? The forces of Destruction? Gold and other precious metals and stones are likely still desirable for their aesthetic quality, but given Chamon could flood the market with the stuff it seems doubtful the other Realms would agree to use it as the basis for a currency when it would give a horribly unfair advantage to one Realm over all others. Of course, this is assuming Sigmar doesn't just start minting coins with his likeness on them because he can, although he seems the kind to do that. Culture & People The Age of Sigmar spanned a looooong time, and even with frequent contact with one another through the Realmgates and their Gods, the various races living on these planes will have developed very different cultures. Humanity, being the most diverse of the races, will likely show the widest array of cultures, heavily influenced by the Realm they were raised in. Duardin, Aelfs, Orruks and others will likewise show some cultural differences, although likely to a much smaller degree than humans, as these races are already divided along much different lines of ideology and Gods. To go into detail on how these cultures might form would be better served as an individual set of posts, but sufficed to say that the Realms would have a big impact on a person's character and development.
  7. OK, dirty confession time. I don't hate Age of Sigmar. *Ducks what is likely a hail of projectiles of varying sorts hurled in my general direction* In all seriousness, I was never that invested in the tabletop game, so while I do have sympathy that a lot of people who were felt more than a little cheated, it never hit me in the same way. I enjoyed a lot of the ideas that came out of the End Times, I liked the idea of focusing on a setting where the supposed Gods of Order are actually being as proactive as the Chaos gods for once, and it shook up what had been a pretty tired "World tumbling into anarchy at the eleventh hour" stalemate where no one faction could actually enjoy a lasting victory without being put immediately into checkmate again. Even the rules I can't dig on too harshly, because several of my friends who do play it very much enjoy it (although even they believe the way they were introduced was a bit pants-on-head stupid), and the models are pretty awesome, if a little overcompensating at times. So yeah, I don't hate Age of Sigmar as a tabletop game. But I HAAAAAATE the books released so far. In AoS, they had an opportunity to put their best foot forward, to really sell us on the mythic setting where seemingly infinite planes of existence drawn from the very Winds of Magic play host to battles that would have shook the entire Old World that came before it to its very core. They have a stable of some actually very talented writers working with Black Library, and its easy to forget that Dan Abnett really took off in the community after writing the first Eisenhorn book as essentially a tie-in to GW's Inquisitor skirmish game. Proof positive that tie-in fiction to promote your new IP doesn't need to be arse. Yet having read the first four or so books in the Realmgate War arc, I am left feeling very cold towards it. But this isn't a rant about poor fiction. I think there's some honest potential for some epic adventuring to be had in the setting, and the recent Warhammer Quest: Silver Tower game release only makes me believe that all the more. What it lacks right now is context - the game screams at the top of its lungs how huge and awesome it is in scope, but gives us so little to form a sense of that scale that it comes across as horribly desperate to seem impressive, which rarely makes something actually seem impressive. So, I wanted to start this thread mostly to bounce some ideas around as to how to make the game appealing, both in terms of fluff and how to perhaps mechanically represent these ideas, ideally using existing material for reference. I personally have not played WFRP 3E (although I've played a fair bit of the FFG Star Wars games), and I'm far more familiar with the 40K stuff, so my own experience would lead me towards a D100 system, but for now I'm just focusing on trying to figure out how to make the setting function properly in order to have a place to set games in it first, and save the mechanical debate for a later time. I'd be very interested to hear other peoples suggestions, feedback and so on, although I do ask that if you choose to throw criticism at it because it's Age of Sigmar and you don't like it at all, please keep it brief, I'm not looking to start a flame war at all.
  8. I just noticed something; in the description for force weapons, it says they count as a BC Mono version of the equivalent Low-Tech weapon they're based off of. Supposedly that means you can have all manner of Force weapons if the GM is willing to allow that they exist in the setting (Force Hammer; just try telling me the 40K universe hasn't tried that), but I'm curious how it works in relation to the special ability Feral World characters get, which essentially gives all Low-Tech weapons they use the Proven [3] quality. Force weapon profiles are under their own heading in the weapon profiles section, but they don't require a specific Weapon Training to utilise and their description flat out says that they're essentially Low-Tech weapons with some extra gubbins for Psykers to get more bang for their buck. How would you come down on such a ruling? Personally, given how expensive Psy Rating can be, I think it might not be as broken as it initially sounds, as most players are going to have a hard time covering Weapon Skill and Strength Advances to make it really worth getting stuck in (let alone Toughness and Defensive skills and talents to ensure they can live through it), and having the minimum damage threshold bumped up a couple of points isn't likely to murder that NPC you spent all night coming up with a whole lot faster.
  9. I recently rolled up a psyker character for a DH2 game, and while I've only played one session thus far, I have to say that I have no real issue with the choice to have attribute pre-requisites for certain powers beyond just Willpower. In fact, I rather like it; yes, it encourages specialism, but the entirety of character creation seems to want player groups to figure out early on just what it is they want a character to be doing in the party; are you an investigator? A melee fighter? A ranged sniper? I don't see why psychic powers should be any different in that regard, rather than having access to a wide range of different abilities and getting to pick and choose as you please. Sure, it's more expensive to branch out into something different later on, but the same is true of a combative character who wants to learn some Lore skills to round themselves out. Personally, I was very happy with the build I went for; a Feral World / Adeptus Astra Telepathica / Warrior that gave me plenty of physical capability right out the gate, with a clear focus in Biomancy but a secondary spread leaning towards Divination. It's early days yet for sure, but with a little time and experience the character will be able to throw down in melee combat with the best of them (currently I believe he's currently the most proficient in close quarters out of the team he's in), and also be able to help in investigations using Divination. Down the line he might stretch out a little into Pyromancy, especially Molten Beam and Fire Shield, but he's unlikely to every have much skill at Telekinesis or Telepathy due to his build. I don't consider him a particular weak character because he has a clear specialism, nor do I feel like I was in any way unfairly penalized due to the choices I made in creating him. Of course, this is a personal opinion, and people should always feel at liberty to house-rule within their own playgroups if they feel something doesn't work for them. To be honest though, I don't see the group I'm part of having to change it much; in fact, I'd much rather see some of the powers requiring high Psy Ratings switched for reasonably high characteristic pre-reqs, given how expensive Psy Rating can be to obtain I feel it makes for a poor barrier of entry to access certain powers.
  10. I'm aware of the rule in question H.B.M.C, but that specifically covers archetypes (such as being a Sorcerer, or a Psyker); neither Warpsmith nor Mark of Tzeentch are archetypes, they're Rewards of Tzeentch, and thus not an archetype. My question is, does that mean that a Tzeentchian Daemon Prince runs their powers as Bound, as the aforementioned abilities would indicate, or would they be Daemonic, as the rules seems to be trying to push for but doesn't cover such an eventuality.
  11. I'm not sure whether you're referring to the Daemonic trait or not (which I'm pretty sure they do have); I'm specifically referring to the levels of Psyker class, which is Bound, Unbound and Daemonic. The Daemonic trait doesn't actually have a bearing on what they are capable of as psykers, while the Daemonic Psyker class differs greatly from that of Bound, as described above. Kindly forgive any confusion upon the matter, should have noticed that the term "Daemonic" covers a lot of ground in this game.
  12. Having just picked up Tome of Decay (interesting read, could have done with fewer abstractions in the section about running Black Crusades, but that's a personal niggle), I was keen to see the rules for crossing that threshold to Daemon Princedom, and for the most part I was quite happy with what it offered, even if the options seemed a little light for each of the different gods. Now, being a real big fan of Tzeentch and psychic hijinks, I was very keen to see what sort of toys would be at my disposal should I ever get a character to such a point, but I've hit a bit of a snag concerning the nature of several Gifts (and indeed the Mark of Tzeentch itself) and the fact that psychic Daemon Princes are supposed to count as Daemonic for the purposes of determining psychic strength. While it states that whatever their previous archetype, they count as Daemonic for such tests upon becoming a Daemon Prince, it doesn't give a firm answer as to whether that also counts towards things like Warpsmith, which allow the character to use powers as though they were Bound. It certainly gives you options to pick them up as Daemonic Gifts, and the Mark of Tzeentch does the same thing, which is pretty much essential to getting into the club in the first place. So does a Tzeentchian Daemon Prince count as Daemonic when using their powers, or Bound? On the one hand you might be getting less bang for your buck when it comes to the Push, and you'll not be immune to Psychic Phenomena, but given the wealth of psychic talents and benefits you can gain for rerolls and such, it's really a minor issue at best. Being Daemonic means they lose the ability to cast at the Fettered level, and while they have little worry for casting at Unfettered, Pushing becomes a real gamble, since it's a +10 for each level you seek to gain (up to 4 times, for a total of +40). Considering a 75+ is Perils territory which they aren't immune from, the Bound character actually has the better deal overall, in my opinion at least. Taking away the advantages of being Bound upon becoming a Tzeentchian badass Daemon Prince seems a little counter-intuitive to me, but I can see the logic on the other side of the argument as well. Thoughts?
  13. Whoops, thanks for pointing out my error on not putting up Agility scores for the suits. The current notes I'm running with has the Agility of the Crisis, Hazard and Enforcer at 40, and the Iridium and Broadside at 30. I'll need to do some play-testing to see whether those characteristics hold up, but I may swap out this idea and instead give battlesuits a Manoeuvrability bonus like other vehicles, likely a +15-20 for more agile suits while heavier ones might be closer to +0 or even suffer a penalty. I'll try out some ideas and let you know. For the purpose of movement, as vehicles they still have a Tactical and Cruising speed; this represents that the suit doesn't tire in the way a character in armour would, and thus can maintain the sorts of speeds it would be difficult for a non-mechanical being to match over extended periods. Crisis, Hazard and Enforcer battlesuits count as Walkers, and have a Tactical Speed of 6m, with a Cruising Speed of 45km, while Iridium and Broadsides have a Tactical Speed of 5m and a Cruising Speed of 35km I'm also in agreement with Magnus Black concerning the use of certain skills; Stealth Suits, being powered armour rather than a vehicle, utilize the skills of the wearer as normal, while a battlesuit pilot would use Pilot (Personal) to achieve similar effect. As vehicles, they perform manoeuvres much like other vehicles, as presented in Into the Storm on page 172-173. You may potentially wish to use the manoeuvres for Aerial Combat, found in the same book, in instances where the suit is using a jetpack to fly, although given they are limited in their air time and max air speeds, they may not be appropriate. Pilot (Personal) does cover all aspects of piloting a battlesuit however, even in cases where it is on the ground, rather than requiring Drive (Walker), as the systems that operate the suit are streamlined enough that is doesn't require the pilot to learn two separate systems to operate. Due to their enhanced motive capabilities, a battlesuit may fire its weapons in a much greater arc than most other vehicles, although its own bulk does limit it in some instances. Weapons mounted on either arm can fire in a 270 degree arc of the relevant side (right for the right arm, left for the left arm), allowing its weapon systems to fire forward, to the side, and behind (although with obvious penalties if the pilot has no means of visually seeing what is behind them). The left arm can't fire to the right in a 90 degree angle, nor can the right arm fire to the left in a 90 degree angle, as the battlesuit's mass prevent the arms positioning in such a way. Any weapon systems mounted on the shoulder or back sections however may fire in a full 360 degree angle. Thanks for the feedback so far, feel free to make further comments and/or suggestions.
  14. Oh, I forgot to add; given their relatively low carry limits, I am considering a rule that gives the suit an effective Unnatural Strength x3 bonus to their SB, but ONLY for factoring their max carry, lift and push rate. That would give most battlesuits a lifting capacity on-par with most armoured Astartes, without also dealing a horrific amount of SB damage in close combat, something I don't feel is indicative of the Tau or their methods of warfare. I've yet to really come down on whether I particularly want the suits to have a massive carry capacity, given their battlesuits are likely highly engineered in terms of balance and weight distribution already, and the ability to carry over a ton while still jetting about the place, while impressive, might be a bit much. Again, I'd appreciate thoughts and feedback on these notes and ideas, if you have any.
  15. Having done a little tweaking, I've put together a few rough changes to the existing suit profiles; nothing huge, but I'd appreciate any insight and opinions people might have concerning these changes. Some of the language could do with being refined to provide greater clarity, but there are just my notes thrown up here for review. Battlesuit Critical Effects Table: There is no longer a roll required to determine whether this table is used or not; when a battlesuit's structural integrity is brought below 0, it always rolls on this table. All existing rules for repairing Critical Damage remain. Note that as a result, any talents the pilot may possess that reduce critical effects do not apply. Armour Vs. Vehicles: The XV25 Stealth Suit is counted as powered armour; it conforms to the physiology and position of its pilot, meaning that the pilots legs are located within the legs of the suit, and so on for the arms, head and torso. As such, it operates much like powered armour does; rather than providing a static strength bonus of its own, it grants a +20 bonus to the pilot's Strength characteristic, as it enhances existing force rather than providing force of its own. Any gear, equipment and/or weapons mounted onto the suit do NOT factor into the suit's maximum carry weight, as they have integral systems to the suit and thus their weight is accounted for. Any additional weight is factored normally, using the pilot's SB (modified by the suit) and TB. Called shots aimed at specific points of the suit, if successful, strike the character in the specified point as normal. All other forms of battlesuit count as vehicles rather than armour; they do not rely upon the pilot to provide them motive force, nor does the pilot's extremities correlate to the limbs of the suit. The pilot is contained entirely in the "torso" of the suit, which operates as the vehicle's cockpit. As such, these suits do not add the pilot's TB to reduce incoming damage, nor do they use the pilot's Wounds to track their own damage; instead, they have a separate pool of Structural Integrity that represents the amount of damage they can sustain before system failures become likely to occur. Called Shots may not be used to target the pilot, as the vehicle counts as being Enclosed unless suitable damage occurs that would make the pilot visible (Note: May need to modify the existing Critical Table to include such a result, but until then it is left to the GM's discretion whether existing damage results would make the pilot visible or not). Any abilities that require line-of-sight from the TARGET operate as normal, as the suit has full sensory capabilities that the pilot utilizes, however abilities that require the user to have line of sight to the target may not directly affect the pilot while the suit is enclosed, although such abilities may affect the suit itself as normal. Battlesuits, similar to dreadnaughts, utilize several of the pilot's Characteristics, while replacing others. The Pilot retains their Weapon Skill, Ballistic Skill, Toughness, Intelligence, Perception, Willpower and Fellowship while piloting a suit, but replace their existing Strength and Agility scores with those of the suit. Any effects, abilities or powers that bypass the battlesuit and affect the pilot directly use their own Characteristics rather than that of the suit, and any damage they may receive when target by such abilities comes off their Wounds total rather than the suit's Structural Integrity. Finally, the suit does not count any mounted systems, weapons or equipment towards it carry limit based upon its Strength Characteristic, but for the purpose of attempting to carry additional objects, the suit uses its own SB, without adding the Pilot's TB to the total. Modified Battlesuit Stats: XV8 Crisis - Armour; 12 / Size; Enormous / Hard Points; 3 / Strength; 60 [unnatural Strength x2] / Structural Integrity; 10 xv9 Hazard - Armour; 16 / Size; Enormous / Hard Points; 4 / Strength 70 [unnatural Strength x2] / Structural Integrity; 20 XV8-05 Enforcer - Armour; 13 / Size; Enormous / Hard Points; 4 / Strength; 65 [unnatural Strength x2] / Structural Integrity; 15 XV8-02 Iridium - Armour; 17 / Size; Enormous / Hard Points; 3 / Strength; 60 [unnatural Strength x2] / Structural Integrity; 22 XV88 Broadside - Armour; 17 / Size; Enormous / Hard Points; 3 / Strength; 70 [unnatural Strength x2] / Structural Integrity; 25 I've yet to come up with appropriate stats for the Riptide, although they would differ substantially from the presented material in terms of their durability.
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