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crusher bob

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  1. Assuming they guy shooting at you has about a 30% chance to hit, if they are firing at you on semiautomatic, then they have around a 60% chance to produce a 'close' attack and around 50% of close attacks would be hitting you. So you aren't pinned all the time. This does make pinning and maneuvering on the enemy much more important, since people are much more likely to be pinned by fire. I didn't want to force action on the player due to 'low' willpower because almost all guardmen have low willpower. So I just made low willpower more likely to pin you instead. Assuming you have the talent that allows you to reroll pinning checks, you have around a 50% chance of passing a pinning check if your WP is 30. It may be a bit too difficult to drive your ability to be pinned to very low numbers (around 10 or 15%, since that requires you pass pinning checks around 60% of the time and reroll). If the players/characters are not afraid of being shot by lasguns (or whatever) then lasguns won't really produce pinning checks, so this seemed to work out well. If you don't like the fact that characters aren't afraid of being shot by X weapon, then you should probably think about buffing the weapon. But in the stock rules, a weapon with 1d5 damage semi (2) can pin a 45 degree cone in front of you. I mostly wanted to remove the dodge and parry skills because they are something that everyone will take. And if it's something everyone will take, then it needs to be given to everyone already. If the standard eldar has something like agility 40-50 then they are already considerably better at dodging than the aveage human, and they can take less bonuses on the dodge to avoid the pinning check penalty. I also wanted to avoid the silly ability of really dodgy characters to just stand in a open field and dodge bullets. I wanted everyone to have the ability to mitigate damage, but not be Remo Williams.
  2. The other problem is that very low chance of success of fixing your weapon and the very high chance of it breaking. You've given weapons a 5% chance to degrade every shot, and the 50% chance mark for your weapon to degrade is 13 shots. So, by your 13th shot, you are at roughly 50% chance for your weapon to have degraded. That's not even a full magazine. You chances of being able to fire a full 30 round magazine without your autogun degrading around only around 21%. And once it degrades the first time, it's all downhill from there. So most guardsmen will not be able to fire a whole magazine from an autogun without the gun turning into junk. And after that, when it comes time to fix things, the average guardsman will have roughly a 30% chance to get things put back together again. So under these rules, the best kind of build is one who is good at fist fighting, because guns just aren't going to work.
  3. Sorry, that form can only be released to you after you have been executed. Since there's no possible reason for you to need the form before you have been executed. So just come back to this counter after your execution and take a number.
  4. Here's the two I wrote earlier: FSB Pious Piotr: An adventure for Only War FOP Nihilist Bess: an Adventure for Only War
  5. Try looking at this which I wrote up a while ago and no one was interested enough to comment on.
  6. The toughness bonus as automatic soak makes plenty of sense. Large animals tigers, bears, whatever, are harder to hurt because they have a higher toughness bonus. Those small children filthy xenos that the PCs are shooting are easier to hurt. And that's easily represented by the toughness bonus reducing the amount of damage you take. It also some simple scaling. Two bears getting into a fist fight might not be that dangerous to each other. Two guradsmen, same. But a bear punching a guardsman does damage because the guardsman doesn't soak up as much damage as the bear does.
  7. In case you haven't seen them already, here is the writeup I did for artillery calling.
  8. While I find the 'improved' krak rounds still highly anemic. Using anydice to calculate the average damage, example for front of a baneblade: output [highest of 0 and 3d{3,3,3,4,5,6,7,8,9,10} + 8 + 16 - 45] vehicle data Front Side Rear Struct Baneblade 45 38 30 120 Leman Russ 40 32 20 55 Chimera 30 22 16 35 warbuggy 22 20 18 23 Using those numbers, here's how many times you'd have to hit that vehicle with the improved krak to bring it to zero structure: Front Side Rear Baneblade 230.77 30.77 10.53 Leman Russ 21.91 5.85 2.57 Chimera 3.07 1.80 1.38 warbuggy 1.19 1.07 0.98 So, if you shoot a warbuggy in the ass, you have roughly a 50% chance of destroying it (i.e. you need to roll average damage or better to do the job) . And if you and your mates want to take a Chimera from the front, you'd better have a team of 4 or more guys with the launchers to volley fire them. Assuming you are expecting a hit rate of 75%, you'd need around 8 shots to take out a Leman Russ from the side. But really,the vehicle damage rules are pretty badly written, and if you want to interact with vehicles in only war, you are better off re-writing them from the ground up, or just going completely to magic tea party to resolve the effects of anti-armor weapons on them.
  9. It doesn't take 15 hits to destroy a tank, but it may take 15 guys to get a hit. Some of your guys may not end up with LOS on the tank. Some of your guys may not end up in the side or rear arc of the tank, where there's a chance to kill it. Tanks don't operate alone, so having more guys to shoot at (other) tanks is also very helpful. All these difficulties is why the west has spent so much money on making their anti-tank missiles smarter. If you are firing a Javelin at the tank, you don't really have to care whether you are facing the front of the tank. Since you have so much more range, you have many more opportunities to get LOS on the tank. You have a thermal sight, so you see right through smoke that the tank may throw out. The Javelin is self guided, so you don't have to worry about leading the target, keeping it in sight, or compensating for it's evasive maneuvers. Just shoot the Javelin and leave. Now compare the cost: An RPG-7 costs something like 2,000 USD and rounds for it are something like 500 USD a piece. The 'sight' (Command Launch Unit) for a Javelin costs somethings like 150,000 USD and each Javelin missile costs something like 80,000 USD.
  10. Having thought about it for a while, think the main problem with your approach is that it is too 'stick and stick' rather than 'carrot and stick'. In addition, once the gun is dropped for the first time, I don't care what happens to it every following time. And because I'm taking 1d10 damage otherwise, I'm going to drop the gun the first time. --------------- Since you seem to want to specifically address plasma guns, how about changing overheat to something like this: When the gun overheats, you have three options: 1 Hold on to the gun, take the damage, be able to fire the gun next round 2. Put the gun down at your feet. As it's venting plasma, you still catch some of it, take damage, but d5s instead of d10s, the gun doesn't suffer, but still has to cool down an extra round. 3. Throw the gun a few meters away, take no damage. Gun is now 1d5 meters in a random direction, gun may take damage. ----------- Now, there seem to be reasons to do any of the three choices.
  11. I can see how having a plasma gun that no one knows you have and sometimes summons demons (or whatever) when you fire is is great in, say, dark heresy, where no one know you have a gun can be a great advantage. But in only war, you can just carry a plasma gun (or autocannon, or lascannon, or whatever) and none of those have a chance of summoning demons when you shoot them. I've never said that psyker powers weren't very good at firing mind bullets, but in a game where all of your friends can fire real bullets, it doesn't make you that much different. So, for example, you have a choice of people to get on your team: Heavy weapons guy: I have an auto cannon, I can paste anything up to a tank out to 900 meters. Psyker: I have mind bullets, I can paste most things out to 40 meters. But sometimes I screw up shooting mind bullets and summon demons instead. See how most people would choose the heavy to be on their team? -------------- See how: Heavy weapons guy: I have an autocannon, I can paste anything up to a tank out to 900 meters. Pskyer: I has a las pistol, but occasionally, I can see the future in enough detail to know exactly what the enemy is planning. Sometimes I screw up seeing the future and summon demons instead. ------------------ Is actually a choice you'd have to think about?
  12. What disappointed me most about the psyker powers is there is almost nothing in there that a guy with an auto-cannon/grenade launcher/vox link can do. Who cares about your ability to fire mind bullets when they aren't really any more effective than regular bullets. I'd want a pskyer around to do things that can't be done otherwise: deal with warp things/demons/whatever, read things directly out of the enemies mind, provide non-explody battlefield effects (if I wanted explody battlefield effects I could just use tanks or artillery, which are both more effective and more available to the guard than psykers are), transport us in ways that a chimera can't. So, of the powers listed, I only really care about Gate of infinity, Scrier's gaze, Puppet Master. For everything else, there's a guy with an autocannon with an exterminator gaffer taped to it, who does the job much better and doesn't cause perils of the warp. And the worst part is that the best power (Scrier's gaze) is both the cheapest and the easiest to pull off.
  13. Yes, I think being the guy with the plasma gun is punishment enough. If the gun overheats, you pretty much must drop it (or take about 1d10 damage, which would be something like half of your wounds). Then, next turn, you have to spend a half action to pick it up again, and then you have to wait to fire it again. If you, for example, want to drop your lasgun and draw a melee weapon, you still can't charge, because that's a full action. I suppose you could fire your lasgun, drop it, and then draw your melee weapon if you expected to be charged next round. But, then again, you might be better off using your other half action to aim with your lasgun, or move away from the guy who you think is going to charge you. So even in that situation, it may not be the best course of action. What specific circumstance(s) do you think dropping your weapon (other than when your plasma gun is overheating) do you think give such a large advantage?
  14. Now, you might be asking, what are 'realistic' numbers for guns jamming? For a modern 'reliable' assault rifle in the very bad conditions, jam chance per round is something on the order of 2/10th of 1% (.002). The same rifle under much less taxing conditions has a jam chance per round of something like 5 in 100,000. The American version of the Chauchat, which was so horrible that it's often used as the poster child for unreliability, even 100 years later, had a jam chance of something on the order of .0135 (Assuming ~ 50 MRBF). So, slightly worse than the 'reliable' lasgun in only war. Of course, doing things like dropping your weapon out of a helicopter and then beating several people to death with it probably makes it about as reliable as the 'average' weapon in only war.
  15. I'd assume the consequence of 'letting go of your rifle' is that it now hangs on it's sling, ready for when you can put your hands on it again. And compared to using your rifle butt to smash some guys skull, a simple drop on the ground is not going to bother your rifle. You could add a result like 'adds 1% to jaming chance until cleaned' but not sure that is enough effect to really bother with. Of course, this means that you probably don't want a sling on your plasma gun. But they are dropped all the time, and if being dropped really bothered a plasma gun, then they wouldn't all be so old, because the guns would have come to pieces long since. There are even slings for machine guns, so would assume that many of the more 'portable' heavy weapons are properly slung as well. Weapon jams in only war are something on the order of 5 to 6 times more likely than RL as it is. They are, in fact, frequent enough to make certain things play out very oddly. For example, the most likely reason for you to use up ammo is not shooting it out of your gun, but instead, losing it when your gun jams. Details: if you take your autogun, set it to single fire and start shooting, you only have a roughly 51% chance to be able to fire 13 rounds with out a jam. Your chance of being able to fire a whole magazine without a jam is only ~21%. The 'reliable' lasgun gets off a bit better, in single shot, we have around a 54% chance of being able to use up a whole 60 round magazine without a jam.
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