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Waaaghpower

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  1. I read somewhere that a lot of times, somebody will come up with a brilliant, amazing invention, reveal it to the world, and be sentenced to death. Then, his inventions or schematics will not be completely destroyed, and a hundred years or so after his death, he will be recognized as a brilliant saint and his invention accepted and legalized.
  2. So, this has happened at least 10 times in recent games that I was in. A team-mate would get hit, and either parry one and have another still hitting him, or try and parry but fail. Then, someone in my team would parry for him, blocking both hits. This made it almost impossible for the enemy to hit us, especially since when they would occasionally get a powerful hit, (that would cause a lot of damage, not nescesarily killing, but definitely causing critical damage. So, the question is: Can you spend your reaction to block an attack that wasn't directed at you?
  3. I just had a thought, is it possible for players (Or even just tech-priests,) to completely replace their bodies with robotic parts? For instance, if you have a tech-priest, they already come with a lot of metal. Give them cybernetic arms and legs, a Bionic respiratory system, cybernetic eyes, ears, and nose, and then a cortex implant, what physical body parts are left? They would need a battery in order to operate, even! Is this possible, and what would be the pros/cons of doing this to yourself?
  4. Okay, I made the changes you suggested, as well as pumping up the marines and altering a couple of side-rules a little bit. Here is the new version: The Heresy of Chaos NOTES: For the sake of this mission, if multiple grenades are used all at once, their power is combined. Recently, a mining and refining ship orbiting a star in sector 12-17-57 sent a request for help. Crew members have been disappearing, and strange disturbances have been going on around the ship. They are a top priority mission, and you have been dispatched to figure out what has been going on. The ship mines admantium from the adamantine star in the sector. This star is an anomaly, composed entirely of liquid and solid admantium. If it could be cooled then mined, it would be worth trillions and trillions of thrones. The mining ship is an experimental, (and expensive,) ship with powerful heat shields that allowed it to approach the star. It is a prototype built a long time ago, but never put into mass production. They are sending a probe into the star to test the core. (The probe requires a massive amount of power, because it is a laser shield coating over a special allow drill, with sensors inside.) In addition, they are managing to mine a small portion of the admantium for testing. If a scientist is asked, or a tech-priest uses a computer and passes by 2 points, here is additional information: There is a theory about the core of the star, which is the main reason the probe exists. If it is a gaseous center, then it could be vacuumed out. Not only would that give them tons of admantium, but if the core was large enough then the star would collapse as well, lowering the temperature to a manageable degree, meaning that conventional, (See: cheaper,) mining technology would be usable. If the commander is questioned, he will mention the self-destruct item. (Zero-point singularity device, or ZPSD.) It is essentially a black hole bomb, as experimental as the ship, meant as a last resort. It is not technically wired into the ship, but a separate device of immense explosive power. It works by creating a super-dense point that sucks everything towards itself and creates a miniaturized black hole. The ship has five main floors: The drill room, the lodging and recreation area, the operation area, the ship hangar, and the refining platform. The Drill Room: Contains access to the drill. Inside there is a Targeted Transporter Beaming Unit, (Drill elevator,) as well as a rack of heat suits and the drill computer. (To go down the elevator, you must be wearing a heat suit.) The Lodging and Recreation Area: In this area, there are 20 main lodging rooms, each containing four beds, the captain’s quarters, and the quarters for the marines. In the room for the marines, there is little of importance, but it has the taint of chaos inside. In the captains quarters, there is a box containing a little money, (120,) a desk, and another box containing the captains log. (Records the mysterious disappearances, the space marines disappearing, and that the drill will get to its destination 1 week after the inquisitorial staff arrives.) In the recreation room, there is a constantly dwindling amount of staff, who can be talked too. (Or killed, if you want to stop them from being possessed…) The Operations Area: This is mostly a computer room, in a maze-like pattern. Any access using computers, (as well as some pretty bitchin’ fight scenes,) will happen in here. The Ship Hangar: This is where you arrive, and where all the ships are, including yours. The Refining Platform: In here, there are large containers filled with solid and/or liquid admantium, and refining equipment. Every day, more crew members become possessed. (D5-2 on the first day, then add one for every consecutive day.) They have the same stats as citizens, and have improvised weapons, plus heat suits for armor. (Av 2, full-body, immune to fire, energy and fire-based weapons do half damage.) They also get D5 minor mutations and D5-2 major mutations. They cannot be killed, (See rules for un-killable below.) NOTE: Duplicate results are allowed for mutations for the following characters. If it gives a bonus or penalty to stats of any kind, apply them both. Any Talents or Skills, as well as Clawed/fanged can only be gained once, re-rolls are discarded. In the case of tough hide, multiple results would make the natural armor greater. (3 rolls of tough hide give natural armor of 3.) In the case of Wyrdling and Hellspawn, it gains a greater psy rating than one. (So 2 rolls of wyrdling and a roll of Hellspawn give a psy rating of 4. Any psy ratings above 6 are discarded.): Main enemies: 3 Chaos Space Marines Commander Ws 63 Bs 58 S 53 T 56 Ag 56 In 70 Per 53 Wil 56 Fel 51 34 wounds Tox Blood Grotesquex2 Misshapen Big Eyes Tough Hidex2 Wyrdling Feel No Pain Degenerate Mind (Fearless) (-3 intelligence) Un-natural toughness x2 Un-natural strength x2 Pact of Knowledge Gear: Chain Fist, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor, Marine A WS 60 BS 43 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36 30 wounds Misshapenx2 Nightssider Feel No Pain Tough Hide Tox Blood (-3 to int. and fel.) Grotesque Nightmarish Un-natural strength x2 Pact of Desire (Mastery over WS) Gear: Power Fist, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor, Marine B WS 48 BS 60 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36 30 wounds Grotesquex2 Wyrdling Tough Hidex3 Misshapen Hellspawn Un-natural toughness x2 Pact of Desire (Mastery over BS) Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor, Every time one of them dies, they are reborn in 1D10 rounds with full health, though any lost limbs or critical damage they took, (non-fatal,) stays. If their arm/arms are cut off, then it/they will be summoned back and fused back on, with no penalty. If the arms are somehow destroyed, a chaotic cursed arm will re-grow instead. That arm takes a -10 penalty to anything tests involving it. If it gets destroyed again, however, it will not take an additional penalty. If their head or body was destroyed, replace it with a mutated head and give them –D10 to all stats. (This only happens once, if it is destroyed again they re-grow it, but do not take the penalty.) In addition, their weapons are totally corrupted with chaos, and thus no inquisition member would ever think of looting them. If anyone tries to take away their weapons, that person always takes 1D10 damage, is knocked back 3D10 meters, and is stunned for 1D10 rounds. If the bodies are blown up, then the pieces will for back into a mutated monstrosity. All stats have a -10 penalty, their guns are now un-reliable, and the armor is poor quality, and they take D10 more minor mutations and D5 major mutations. If their bodies are totally incinerated or destroyed, they are fully restored in perfect health, with none of the old mutations, and all penalties are annulled. However, they get new 12 minor mutations and 7 major mutations. In addition, all their weapons would be destroyed too, so they are now un-armed. However, they are spawned with a corrupted blade, (2D10 damage, primitive, un-wieldy, if you take any damage from it, you must take a willpower test or suffer D5 corruption points.) If two or more of any characters, space-marine or otherwise are all blown up at once, in the same spot, then it will mutate even more into a huge monstrosity. Each of their stats (Base stats, before mutations or injuries,) take a 3D10 penalty, and they all lose D5 wounds, then their stats are combined. All mutations are kept and combined. Add 2D10 major mutations. All talents, skills, and mutations remain, but gear is lost. It also had D10 natural armor on all points, (replaced by, not added to, effects such as thick skin,) regeneration, and demon claws, (2d10 damage, tearing, unwieldy, ap4.) This creature regenerates like the normal marines, and if it blown up with a third marine (assuming that the third marine was not in the initial explosion of course,) that marine is combined with the same penalty, but the monstrosity takes no penalty to its stats. Here is an example: The commander and Marine A are blown up by timed explosives. All the stats on the commander take a -18 penalty, and he loses 3 wounds. Then, a 6 is rolled for armor. All the stats on the Marine take a -16 penalty, and he loses 5 wounds. This leaves the monster with the following stats: Ws 79 Bs 57 S 46 T 53 Ag 53 In 57 Per 46 Wil 53 Fel 43 Un-natural Strength x3 Un-natural Toughness x2 Demon Claws 6 Natural armor. Killing the Chaos: The chaos are technically un-killable. However, you ARE on a mining and refining ship. A ship that mines and refines admantium. If you were to trap them in a melting pot, then pour liquid admantium on them, it would solidify, creating an un-breakable shell. Also, keep in mind that while they are reviving, they have no control over where you move their bodies. Also, bonus points if you then launch this brick of admantium into the center of a nice big star. The drill will turn off on day 2. This is off-schedule, and will cause a disturbance. If you deal with the Chaos Marines and/or crew in the drill and computer room, (crew in the drill room, marines in the computer room,) and/or chase them off, the drill will be started again, with a lock so that it cannot be stopped till it reaches the core of the star. In order deal with them, they have to be launched into deep space, buried in admantium, or otherwise trapped/killed forever. If they are temporarily dealt with somehow, or killed and then left alone, they will come back. If they are chased off, (by causing high damage around them, and making them scared/nervous,) they will also return. Other incidents will occur, and on day 7, the drill will hit the core. At this point, all of the crew is automatically possessed. You can make it to your ship, but it will be trapped in orbit of the star, and can’t get away. If you go down the elevator, it will take an hour to get down, and you will reach the center of the star. Inside, there is a vortex, with a massive daemon (as well as many, relatively smaller creatures coming out,) creature trying to get out. If you try and kill it, it has the following stats: Ws 79 Bs 57 S 92 T 84 Ag 6 In 77 Per 46 Wil 88 Fel 21 Un-natural toughness x4 Un-natural strength x6 100 wounds Causes fear (-30) Warp Vortex: The beast has a great swirling of power around it, dragging its enemies towards it. Every round, you must take an easy, (+20?) Agility test or get sucked in. It takes D5 rounds to reach it, during which you can shoot, but all tests are taken at -20, and aiming, bracing, etc. is not allowed. Once you are in, you are essentially dead unless you do something utterly awesome AND spend a fate point. (Like, say, pulling the pin on your grenade belt?) As well as 15 Charnel Daemons, and 50 Astral Specters. Fighting, in essence, is futile. However, the core of the star is huge. You have about 5 minutes before they get to you. There are three options here: Get back in the elevator, destroy the probe, and leave. This will trap the daemons, but leave the portal open for future damage if somebody tries to mine the star again. Get back in the elevator and flee, then send the nuclear equivalent down the elevator. If you do this, the star will be destroyed, and the vortex will be closed. You will also have enough time to escape on your ship. If, however you activate the admantium vacuum, then the core of the star will start to be sucked in. There are several escape options, detailed below. This will collapse the star, but leave it available for mining, and is the best choice. (Though there could be penalties depending on how you escape.) Escape options: a. You can jump into the admantium vacuum. If so, take 3 toughness tests for a gaseous poison. For every test that you pass, nothing happens. For every test that fails, you permanently lose 1 wound but gain +10 when taking a toughness test against all toxic atmospheres. These effects are ignored if a Bionic Respirator is in place, and if the player every gets a Bionic Respirator, then he gets the wounds back, but loses the benefit against toxic atmospheres. (If a fate point is spent, you can choose to automatically pass or fail.) (You are breathing in the toxic fumes from the vacuum, but the admantium dust lacing your lungs does give you a benefit against poison.) b. You can get into the elevator. However, it is partially damaged, and a tech-priest has to fix it for it to work. If it is fixed, you get back to your ship, and nothing happens. c. You can be pulled into the void. If you do this, everyone has to take a willpower test. If anyone fails, that person gains D5 insanity points, as well as D5 intelligence points. Then, everyone takes an intelligence test, and someone passes, you appear on your ship. If you fail, then the process repeats. (A fate point can be spent to automatically pass the fellowship test, but not the intelligence test.) (The fellowship test represents the urge to open their eyes and see the vastness of the void. If you look, you get the gift and curse of seeing the vastness of space. Your wisdom grows, as does your insanity. The intelligence test represents using their mental capacity to shape the void and direct them towards their ship.) Also, if the players somehow manage to kill all the monsters, and then leave, they are totally awesome. If this happens, everyone gets 1 fate point and 2500 Exp, as well as 4000 Thrones, for pure baddassery. Seriously. They deserve it.
  5. I actually based most of the plot after an episode, (well, 2-part episode,) of Doctor Who... The Impossible Planet/The Satan Pit if my memory serves. I made the changes you suggested, except since it would be a highly dangerous mission, I replaced tech-adepts with Tech Slaves, who are cheap servants of the tech-peoples. That way I can justify so many of them being so easily corrupted.
  6. So, this is a sand-box/railroad mix mission I have been working on. I just have a couple of questions: A, what level should this be played at B. Does any of this go against canon/seem ridiculous and C. How much experience and/or thrones should be given for doing what? Anyways, here it is: The Heresy of Chaos Recently, a mining and refining ship orbiting a star in sector 12-17-57 sent a request for help. Crew members have been disappearing, and strange disturbances have been going on around the ship. They are a top priority mission, and you have been dispatched to figure out what has been going on. The ship mines admantium from the adamantine star in the sector. This star is an anomaly, composed entirely of liquid and solid admantium. If it could be cooled then mined, it would be worth trillions and trillions of thrones. The mining ship is an experimental, (and expensive,) ship with powerful heat shields that allowed it to approach the star. They are sending a probe into the star to test the core. (The probe requires a massive amount of power, because it is a laser shield coating over a special allow drill, with sensors inside.) In addition, they are managing to mine a small portion of the admantium for testing. If a scientist is asked, or a tech-priest uses a computer and passes by 2 points, here is additional information: There is a theory about the core of the star, which is the main reason the probe exists. If it is a gaseous center, then it could be vacuumed out. Not only would that give them tons of admantium, but if the core was large enough then the star would collapse as well, lowering the temperature to a manageable degree, meaning that conventional, (See: cheaper,) mining technology would be usable. If the commander is questioned, he will mention the self-destruct item. It is essentially a nuke, meant as a last resort. It is not technically wired into the ship, but a separate device of immense explosive power. It works by creating a super-dense point that sucks everything towards itself and creates a miniaturized black hole. The ship has five main floors: The drill room, the lodging and recreation area, the operation area, the ship hangar, and the refining platform. The Drill Room: Contains access to the drill. Inside there is a drill elevator, as well as a rack of heat suits and the drill computer. (To go down the elevator, you must be wearing a heat suit.) The Lodging and Recreation Area: In this area, there are 20 main lodging rooms, each containing four beds, the captain’s quarters, and the quarters for the marines. In the room for the marines, there is little of importance, but it has the taint of chaos inside. In the captains quarters, there is a box containing a little money, (120,) a desk, and another box containing the captains log. (Records the mysterious disappearances, the space marines disappearing, and that the drill will get to its destination 1 week after the inquisitorial staff arrives.) In the recreation room, there is a constantly dwindling amount of staff, who can be talked too. (Or killed, if you want to stop them from being possessed…) The Operations Area: This is mostly a computer room, in a maze-like pattern. Any access using computers, (as well as some pretty bitchin’ fight scenes,) will happen in here. The Ship Hangar: This is where you arrive, and where all the ships are, including yours. The Refining Platform: In here, there are large containers filled with solid and/or liquid admantium, and refining equipment. Every day, more crew members become possessed. (D5-2 on the first day, then add one for every consecutive day.) They have the same stats as citizens, and have improvised weapons, plus heat suits for armor. (Av 2, full-body, immune to fire, energy and fire-based weapons do half damage.) They also get D5 minor mutations and D5-2 major mutations. They cannot be killed, (See rules for un-killable below.) NOTE: Duplicate results are allowed for mutations for the following characters. If it gives a bonus or penalty to stats of any kind, apply them both. Any Talents or Skills, as well as Clawed/fanged can only be gained once, re-rolls are discarded. In the case of tough hide, multiple results would make the natural armor greater. (3 rolls of tough hide give natural armor of 3.) In the case of Wyrdling and Hellspawn, it gains a greater psy rating than one. (So 2 rolls of wyrdling and a roll of Hellspawn give a psy rating of 4. Any psy ratings above 6 are discarded.): Main enemies: 3 Chaos Space Marines Commander Ws 53 Bs 48 S 43 T 46 Ag 46 In 48 Per 43 Wil 46 Fel 41 24 wounds D10 Minor mutations D5 Major mutations Un-natural toughness x2 Un-natural strength x2 Pact of Knowledge Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor, Marine A WS 60 BS 43 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36 22 wounds D10-2 Minor mutations (minimum of 1) D5-1 Major mutations (minimum of 1) Un-natural strength x2 Pact of Desire (Mastery over WS) Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor, Marine B WS 48 BS 60 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36 22 wounds D10-2 Minor mutations (minimum of 1) D5-1 Major mutations (minimum of 1) Un-natural toughness x2 Pact of Desire (Mastery over BS) Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor, Every time one of them dies, they are reborn in 1D10 rounds with full health, though any lost limbs or critical damage they took, (non-fatal,) stays. If their arms are cut off, then they will be summoned back and fused back on, with no penalty. If the arms are somehow destroyed, a chaotic cursed arm will re-grow instead. That arm takes a -10 penalty to anything tests involving it. If it gets destroyed again, however, it will not take an additional penalty. If their head or body was destroyed, replace it with a mutated head and give them –D10 to all stats. (This only happens once, if it is destroyed again they re-grow it, but do not take the penalty.) In addition, their weapons are totally corrupted with chaos, and thus no inquisition member would ever think of looting them. If anyone tries to take away their weapons, that person always takes 1D10 damage, is knocked back 3D10 meters, and is stunned for 1D10 rounds. If the bodies are blown up, then the pieces will for back into a mutated monstrosity. All stats have a -10 penalty, their guns are now un-reliable, and the armor is poor quality, and they take D10 more minor mutations and D5 major mutations. If their bodies are totally incinerated or destroyed, they are fully restored in perfect health, with no mutations, and all penalties are annulled. If two or more of any characters, space-marine or otherwise are all blown up at once, in the same spot, then it will mutate even more into a huge monstrosity. Each of their stats (Base stats, before mutations or injuries,) take a 3D10 penalty, and they all lose D5 wounds, then their stats are combined. Add 2D10 major mutations. All talents and skills remain, but gear is lost. It also had D10 natural armor on all points, regeneration, and demon claws, (2d10 damage, tearing, unwieldy, ap4.) This creature regenerates like the normal marines, and if it blown up with a third marine (assuming that the third marine was not in the initial explosion of course,) that marine is combined with the same penalty, but the monstrosity takes no penalty to its stats. Here is an example: The commander and Marine A are blown up by timed explosives. All the stats on the commander take a -18 penalty, and he loses 3 wounds. Then, a 6 is rolled for armor. All the stats on the Marine take a -16 penalty, and he loses 5 wounds. This leaves the monster with the following stats: Ws 79 Bs 57 S 46 T 53 Ag 53 In 57 Per 46 Wil 53 Fel 43 Un-natural Strength x3 Un-natural Toughness x2 Demon Claws 6 Natural armor Killing the Chaos: The chaos are technically un-killable. However, you ARE on a mining and refining ship. A ship that mines and refines admantium. If you were to trap them in a melting pot, then pour liquid admantium on them, it would solidify, creating an un-breakable shell. Also, keep in mind that while they are reviving, they have no control over where you move their bodies. Also, bonus points if you then launch this brick of admantium into the center of a nice big star. The drill will turn off on day 2. This is off-schedule, and will cause a disturbance. If you deal with the Chaos Marines and/or crew in the drill and computer room, (crew in the drill room, marines in the computer room,) and/or chase them off, the drill will be started again, with a lock so that it cannot be stopped till it reaches the core of the star. In order deal with them, they have to be launched into deep space, buried in admantium, or otherwise trapped/killed forever. If they are temporarily dealt with somehow, or killed and then left alone, they will come back. If they are chased off, (by causing high damage around them, and making them scared/nervous,) they will also return. Other incidents will occur, and on day 7, the drill will hit the core. At this point, all of the crew is automatically possessed. You can make it to your ship, but it will be trapped in orbit of the star, and can’t get away. If you go down the elevator, it will take an hour to get down, and you will reach the center of the star. Inside, there is a vortex, with a massive daemon (as well as many, relatively smaller creatures coming out,) creature trying to get out. If you try and kill it, it has the following stats: Ws 79 Bs 57 S 92 T 84 Ag 36 In 77 Per 46 Wil 88 Fel 21 Un-natural toughness x4 Un-natural strength x4 100 wounds As well as 20-skae thing equivalents, and 100 other random daemons. Fighting, in essence, is futile. However, the core of the star is huge. You have about 5 minutes before they get to you. There are three options here: Get back in the elevator, destroy the probe, and leave. This will trap the daemons, but leave the portal open for future damage if somebody tries to mine the planet again. Get back in the elevator and flee, then send the nuclear equivalent down the elevator. If you do this, the star will be destroyed, and the vortex will be closed. You will also have enough time to escape on your ship. If, however you activate the admantium vacuum, then the core of the star will start to be sucked in. There are several escape options, detailed below. This will collapse the star, but leave it available for mining, and is the best choice. (Though there could be penalties depending on how you escape.) Escape options: a. You can jump into the admantium vacuum. If so, take 3 toughness tests for a gaseous poison. For every test that you pass, nothing happens. For every test that fails, you permanently lose 1 wound but gain +10 when taking a toughness test against all toxic atmospheres. (If a fate point is spent, you can choose to automatically pass or fail.) (You are breathing in the toxic fumes from the vacuum, but the admantium dust lacing your lungs does give you a benefit against poison.) b. You can get into the elevator. However, it is partially damaged, and a tech-priest has to fix it for it to work. If it is fixed, you get back to your ship, and nothing happens. c. You can be pulled into the void. If you do this, everyone has to take a willpower test. If anyone fails, that person gains D5 insanity points, as well as D5 intelligence points. Then, everyone takes an intelligence test, and someone passes, you appear on your ship. If you fail, then the process repeats. (A fate point can be spent to automatically pass the fellowship test, but not the intelligence test.) (The fellowship test represents the urge to open their eyes and see the vastness of the void. If you look, you get the gift and curse of seeing the vastness of space. Your wisdom grows, as does your insanity. The intelligence test represents using their mental capacity to shape the void and direct them towards their ship.)
  7. I did that by accident when I started this thread, but I wasn't sure how to delete it. (Or even if I could!) Anyways, if possible get rid of this.
  8. So, these are some vehicle rules I am working on. If you see any problems, have questions, want to add something, or if I missed something, let me know! Vehicle Rules Dark Heresy Example vehicle: Leman Russ Bs 42 Front: Armor: 30 Weapons: Flamer Side: Armor 26 Weapons: Icantrememberwhatthisweaponis Rear: Armor 20 Weapons: None Top: Armor 26 Weapons: Leman Russ Cannon? Vital parts: Treads (Hit from all sides, 8 structure points,) Engine, (Hit from all sides and rear, 18 structure points,) Gas Tank, (Hit from rear, explosive, 6 structure points,) Crew, (Hit from all sides, 10 structure points.) Special Rules: Tank, Armored, Transport For the purposes of size, all vehicles count as Massive Like biological creatures, vehicles have different parts that you can hit. If you are shooting at a tank, what you hit and how much damage you cause depends on what you can see. Each tank will have different front, sides, and rear armor, and different guns. When you fire a gun at a tank, decide which side of the tank you can see best. That is the side that you are firing at. If you hit, roll a D100. On a 1-30, a weapon is hit. On a 31-100, the tank is hit. Called shots can be made as normal against tanks. If there are no weapons viewable, the tank is automatically hit. Weapons on the top of the tank are visible from all sides. Basic weapons have an armor value of 10 and 4 structure points unless otherwise specified, heavy weapons have an armor value of 15 and 8 structure points. Causing damage to a vehicle: When firing at a vehicle, damage is done differently than firing at a creature. Each vehicle has certain parts that can be damaged, with the rest being invulnerable, (relatively,) to harm. When you hit a gun, if the strength of the hit is greater than the armor of the gun, then the gun takes damage. If the gun has no structure points left, it is destroyed and cannot fire. When you hit the tank, if the respective armor, (depending on which side you fired at,) must be penetrated. In this case, the attack of the weapon penetrates 1 point, as if it was causing wounds, but the PEN instead penetrates 2 points. Once the armor is penetrated, the remaining damage must be placed. Depending on which side you are firing at, there will be different vital points. (For instance, the tank treads and crew can be hit from all sides, but the gas tank can only be hit from the back of the tank.) Give each target an equal chance of being hit, and roll a D100. The hit target loses that many structure points. If any Vital part of a tank loses all its structure points, the tank is destroyed. If a vital part with the special rule ‘explosion’ loses all its structure points, or any vital part of the tank is loses more than three times its structure points, then the tank blows up, and all models within 2D10 meters are hit with a S10 explosion. Every type of weapon causes a slightly different result to the tank, however: Impact weapons cause damage as described above Explosive weapons cause damage normally, but in addition to injuring the tank normally, however much penetration caused permanently reduces the tanks armor on whatever side was fired at. Halve the damage of the attack and reduce that much armor. (Each point of pen also causes 1 point of armor to be lost.) If the armor is completely removed from that side, the tank is destroyed. Rending weapons penetrate armor twice as well, (so attack causes 2x damage, PEN bonus stays the same,) but causes half damage to the vital parts. Laser weapons penetrate armor normally, but their pen is tripled instead of doubled, so AP2 would cause 6 damage instead of 4. In addition, they cause twice as much damage to any vital part with the ‘explosive’ special rule. Melta weapons are twice as effective in every aspect (damage, penetration, pen bonus,) against tanks, if they are firing at half their range or less. Here are a few examples of shooting at a tank: You fire at a Leman Russ in the rear armor with a Long Las that has a hot-shot charge. It is a called shot against the main cannon, and it hits, passing by two points, so it causes 2D10+4 damage, and has PEN4. You roll a 12, for a total of 16 damage. Since the cannon is a heavy weapon, it has 15 armor and 8 lives. However, since the long las is a laser weapon, and the hot-shot charge gives it a total of 4 PEN, 12 of the armor is penetrated by the Pen. The remaining 3 points are destroyed by damage, and the shot causes 13 damage to the cannon. The cannon only has 8 lives, so it is destroyed. You fire at a leman russ in the side armor with a rocket launcher armed with Krak grenades. You roll an 11 for damage, and add 4, for a total of 15 damage and 6 pen. You then roll a D100, cause damage to the crew. The crew loses 2 structure points. However, since the weapon is explosive, the tank also loses 14 armor on that side, meaning that next time somebody fires at it, it will be at AV 12 instead. You fire at the front armor of a Leman Russ point-blank with a Melta Gun. Since the melta gun has 2D10+4 damage and 12 pen, it is most likely going to kill the tank. A 9 is rolled for damage, (for a total of 13.) Since the melta gun causes double effectiveness at this range, the 12 pen causes 48 damage, and the 13 damage becomes 26, for a total of 74. This penetrates the tanks armor, and hits the treads. Since the treads only have 8 structure points, and 44 damage was caused to the treads, the tank explodes! Special rules: Transport: Most vehicles, but not all, can carry people inside. If the people are inside, they normally cannot be injured, but if the tank is destroyed they each take D5 wounds and pile out, and if it explodes they each take D10 wounds regardless of armor, (toughness bonus still applies,) and appear in the crater, as well as taking damage from the main part of the explosion. Passengers inside cannot normally shoot out of the vehicle. Tank: If a vehicle is a tank, then it can only be killed by weapons with an pen value of 2 or more, or that explode. Any weapons that do not have 2+ pen or explode cannot damage a tank. (They can, however, damage the guns mounted on the tank.) However, tanks move at half the speed of a normal vehicle. Open-topped: If a vehicle is open-topped, then the vital parts of the tank can be hit with called shots. In addition, if there are passengers in the tank, they can also be targeted. However, if the tank is destroyed or explodes, the passengers can take an agility test to bail out, and if they pass then they are not injured when piling out. (They are still hurt normally by the explosion, but they do not suffer the damage from leaving an exploding tank.) In addition, 2 passengers at a time can fire out of an open-topped vehicle, counting as being on top. Armored: Armored vehicles take half damage from rending and impact weapons, as they are designed to be hard to crack open. (AP bonus still applies normally.) However, the armor must be of 30+ to gain this bonus. If a tank has the armored ability and does not have 30+ armor, it does not gain the bonus. If a tank has 30 armor on one side, but the others do not, only the side with 30+ armor gains the bonus. Fast: Fast vehicles are designed for speed. If a vehicle has the fast rule, and is on terrain that the GM designates as flat, (or road,) it can travel at twice the speed of a normal vehicle. Skimmer: Skimmer vehicles hover over the ground, and as such count all terrain as ‘flat,’ and gain the ‘fast’ rule at all times. Walker: Walker vehicles move at half speed, but can be locked in close combat, and thus have Ws and S stats, as well as having a close combat weapon of some sort, most likely. Moving: All vehicles move 5/10/15/30 unless otherwise specified. Turning 90 degrees costs 1 meter to move. However, they can only fire one gun if they move more than 10m, and cannot fire any guns if they move more than 15m. (If their speed is doubled or halved, then apply the equivalent, so if it was 3/5/8/15 they would move 5m and fire one gun, and 8m would fire no guns.) Firing: Normally, a vehicle can fire all of its guns. However, it the gun must be able to see its target. Guns on top of a vehicle can fire at all targets, since they can see in all directions, but if they are on the sides, front, or back, they can only see what is not obstructed by the rest of the tank.
  9. Okay, what is an Angelus Bolter? I can't find it anywhere in the rulebook, but people keep saying it is the best sniper weapon, so what is it?
  10. No matter what they do, they will still end up at the same place in the end, but depending on what they learned along they way, they could: Doom the whole planet to being infested by foul Xenos. Doom the whole planet to being blown up. Save the whole planet from otherwise certain doom. Other than that, they can't really change the ending, the 'sandbox' part comes in where you can do basically anything you want within the town. Is this still technically sandbox, if there are 3 endings, not a ending completely dictated by what they do?
  11. So, this will be my first time GM'ing, but I made up my own mission and was wondering if this was very typical: Basically, instead of going from one location to another, the entire mission takes place in one town, where there are a bunch of things you can do. In order to end it, you have to mount an attack on a massive enemy force or sneak around them, then kill some xenos, but there are multiple ways to do this. Depending on their actions, the players can: Just attack the base outright, and possibly die, (or, if they are lucky, win,) Kill some guards and steal their uniforms, persuade the local citizens to join their cause, (every 6 citizens kills one guard, but you can also steal weapon shipments and arm them, meaning that they are more effective...) In addition, there are multiple endings, depending on how much they figure out. Depending on what they do, they will get more/less money and EXP as a reward. Is this normal, or do most missions have a relatively linear path? Mine is more based around the RPG-do-whatever-you-want style, but I have never personally played a mission like that.
  12. So, this will be my first time GM'ing, but I made up my own mission and was wondering if this was very typical: Basically, instead of going from one location to another, the entire mission takes place in one town, where there are a bunch of things you can do. In order to end it, you have to mount an attack on a massive enemy force or sneak around them, then kill some xenos, but there are multiple ways to do this. Depending on their actions, the players can: Just attack the base outright, and possibly die, (or, if they are lucky, win,) Kill some guards and steal their uniforms, persuade the local citizens to join their cause, (every 6 citizens kills one guard, but you can also steal weapon shipments and arm them, meaning that they are more effective...) In addition, there are multiple endings, depending on how much they figure out. Depending on what they do, they will get more/less money and EXP as a reward. Is this normal, or do most missions have a relatively linear path? Mine is more based around the RPG-do-whatever-you-want style, but I have never personally played a mission like that.
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