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  1. By find, I meant find the stats for out of game. In game, yes I am going to agree with you on that. Also, my GM used homebrew rules for a battleship in our first game of RT. I've asked about whether he still has it and he doesn't know where he got it.
  2. Because I actually have the stats for a battleship-sized plasma drive, and because that's bound to be one of the hardest things to find for one, I figured I might as well post it here: Mars-Pattern Plasma Drive (Battleship) 145 Power Generated, 22 Space. It's enough to power the tons of stuff you can fit on such a huge ship with around 130-160 Space. Which is what the rules I ended up using for one (which sadly I no longer have) were around. Also an elegantly simple rule to address the whole 'so big most stuff barely even affects us' thing is to simply have crew population and morale doubled (as well as any modifiers to those, but not modifiers to losses).
  3. So I thought of a basic set of social interaction rules regarding bypassing a superior officer. While this is intended more for an Astartes-based system I'm working on, I figured OW had much the same structure the same ideas can be applied. Regardless of the reasons why, bypassing a superior officer should never be done lightly, as the bypassed officer will almost certainly come to hold a grudge against you if you do so. This presents itself as a -30 penalty to any interaction tests between the offending guardsman and the bypassed officer. This may be expanded (perhaps to shift the penalty to the whole squad for particularly nasty officers) or for the rare particularly forgiving officers, reduced, at the GM's discretion. Repeat offenses may grant the Enemy Talent, which should be limited to those who would hold a grudge against the guardsmen in question. Exactly when the above penalty should be imposed is up to the GM's discretion, but some common sense should be used--namely it should be applied when the officer might reasonably find out about this transgression. While the reasons for bypassing one's superior officer are varied, the biggest benefit--and also the biggest risk--is being able to have a shot at convincing a different person of something. In game mechanics, this should give the guardsman a shot at retrying a social or logistics test that they either failed with the bypassed officer, or give them a chance to make such a test where said officer would not allow it. However, these higher ranked officers do not like to have their time wasted by petty concerns, and thus each degree of failure on any test made with them leads to a -10 penalty on future interaction tests with them, with 4+ degrees of failure earning one the Enemy Talent with said commanding officer, and every 2 additional degrees of failure adding an additional level to this. Particularly in the Guard, however, due to the strictly one-way nature of command, such subversion of the command structure is not looked upon lightly at all, and the GM may wish to impose additional penalties (whether mechanical or story-based) on the player/players who have performed such an act, whether they succeed, or (especially if) they fail. So yeah, that's a set of basic rules for bypassing one's commanding officer. What do you guys think?
  4. I think this gave me the idea of having traverse specifications for sponsons. Full traverse is 180 degrees, half traverse is 90 degrees, and limited traverse is as per a hull mounted weapon. All of which have the start of their arc towards the front of the vehicle. I'll definitely include this for the rule system I have in mind.
  5. I'm pretty sure this psyker homebrew has an elite advance or two in there for an astropath transcendent. Maybe one for a navigator too. Also a bunch of other useful psyker stuff as well designed for DH2 and OW.
  6. Well I consider myself better educated about the Adeptus Arbites now. I might change around the vehicles I use for them then. Although one of the things I was thinking of giving those vehicles was sirens or the like. Which any good imperial citizen (and sometimes the gangers out of fear) will pull over and get out of the way upon hearing. Would be interesting to see at the very least. (I think just making a note of arbite vehicles being a bit better than normal vehicles would work for myself for now.) And to be honest about the bolters destroying vehicles... I see that primarily as a guideline for civilian vehicles. I never directly said explosions, and to be honest only fuel tankers would explode like that from a shot (they'd have the Volatile trait while fuel is inside their main tank). Rather they would only explode if the promethium tank is hit. Still, if you take a soda can sized round to a typical everyday car... it's probably going to get wrecked or seriously damaged. Especially with the explosion that follows.
  7. I actually brainstormed up basic ideas for civilian vehicles the other day. No hard stats but definitely more than a few things of note. My general rule of thumb for those is that a boltgun should be enough to destroy the vehicles by itself--although the hardier ones are capable of surviving lasgun and stubber fire if need be. Especially arbite vehicles. If I get enough info on that I might publish it. And I will take a look at that link to get something I can reference for this.
  8. Personally my thought about this before I saw this topic was rather than give it its own wounds or ablative wounds, give the wearer a straight +10 toughness while in the suit. Similar to the strength bonuses power armor normally gives. Interesting to see the debate here nonetheless.
  9. Removed all but the converted grav gun statistics. (Because I can see many players wishing to use that.) As for the gear... I'm just wondering what gear would come as standard for most marine regiments. Presumably a suit of power armor is on there, but I'm wondering what else.
  10. Given the rough equivalence of Fate Points to Infamy Points, and the fact that there are talents in OW that require the expenditure of fate points to work, I would recommend replacing instances of spending infamy points with fate points instead of simply removing them.
  11. I feel these astartes weapon conversions could prove helpful here. Especially the grav gun. -(Changed to only the Grav Gun)- These were converted for DH2, but OW is similar enough they should largely work there too. Although the req costs probably will need to be converted back. -(Removed all but the converted Grav Gun)- Astartes Grav Gun (Basic; 30m; S/3/-; 1d10+10 E; Pen 8; Clip 9; Rld 2 Full; Concussive (2), Graviton; 16kg; 35 Req) Also I am partially wondering why there is not a 'standard' regimental kit included in these rules. Space Marine gear varies significantly from normal gear, and there should be something to reflect that! Unless the intent is to use DW for that, in that case I understand.
  12. Suggestion for Precognition: You might want to have the time element be equivalent to a single round, with the "exact" duration in parenthesis. I'm pretty sure this varies from rulebook to rulebook, but depending on the source it's between 4 to 6 seconds, with it being 5 in Only War. This way it's clear only actions up to a full action can have their results predicted. An additional note for the Create Snowball minor manifestation: For purposes of throwing the snowball, it counts as a .5 kg object, and may be thrown using the standard rules for throwing objects. Alternatively you might want to put a range like SBx3 or something like that on it. I was doing too many things at once and lost the desire to read your divination guide all the way through, so I'll leave it at this for now.
  13. An amusing thought occurred to me for a minor cyromancy manifestation: Create Snowball. All the power does is create a single snowball in your hand. No unusual coldness, nothing particularly special about it, just your average decently-packed snowball. Could lead to amusing situations.
  14. Of course, it should be noted the above is the general case, with there being at least one known (and rather prevalent) counterexample: the Salamanders. With that in mind, it's not out of the realm of possibilities that such a marriage or other social ties from their time as a human could be remembered. You just have to make sure the chapter's practices themselves align themselves in such a way it seems plausible.
  15. This work seems very much like a treasure trove of improvements to the psychic power system. Keep up the good work. Looking forwards to the biomancy section myself.
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