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  1. There we go. Cuz the weapon description calls the snapper "the pinnacle of black powder engineering". This looks like a pinnacle, more than that big crude cannon.
  2. A sorceror would basically be a mystic with some forbidden lore and a few powers from the "malefic daemonology" tree. If the GM is cool with it, you could even pull some sorcerous powers from Black Crusade source material.
  3. Doesn't that one already have like 20 books? ?
  4. Also, more on topic here, and related to concerns of possible typos on the weapon-charts, should the Castigator Heavy Crossbow really have a clip size of 14? Cuz none of the other crossbows have loading mechanisms like that, and the weapon description doesn't say anything about it being a giant repeating crossbow. That clip size combined with concussive (2), reliable, scarce availability, and the added bonus of automatically knocking anyone up to and including the size of an armored space marine prone if you deal ANY damage at all... just seems poorly balanced. I'm thinking the 14 is supposed to be a 1. God I wish FFG still had the rights to this stuff. I want some official updates lol
  5. K? It's still an amusing example of shoddy editing. Especially since the book refers to "warp weapon" (as in the BC weapon quality), rather than "warp weaponS", with an "s" (as in the trait). Best thing they could've done was include the quality in the supplement, since it's the first and only DH2 book that provided weapons with that quality. For the most part I love these rulesets, but I don't love the tendency to send you search for information that is in a totally different book, or in a totally different section, like the exp cost for talents being listed in a totally separate section from where you can find their associated aptitudes. Lots of flipping back and forth when my players are leveling up lol. its just funny to notice the strange editing and occasional evidence of copy-pasting. For example: the core rulebook lists and describes the "Lance" weapon quality. Maybe I'm crazy but I've not found a single weapon in ANY of the DH2 books that uses the "Lance" rules.
  6. Ah. That explains it. I'll chalk that confusion up to the supplement failing to mention that. Also, it IS a weapon quality as well as a trait in BC. That's why I was expecting to find it in that section.
  7. Similarly, one of the supplements refers to the "warp weapon" quality without explaining what it is... that weapon quality is found in the core rulebook of Black Crusade. Lol.
  8. I realize this is a bit of thread necromancy, but seeing as this book will probably never receive official errata, I feel the need to revisit the issue of the Snapper rifle. I see some people have accepted the weight, rationalizing that the gun is basically 8 muskets welded together, but from what I see that isn't true at all. as per the weapon description, the snapper is : "functionally similar to a musket... [and] features a rotating cylinder that holds eight individual shots." A rotating cylinder. NOT 8 separate barrels. Plus the gun deals the same damage as a musket. So based on that, I'm concluding that this is basically a musket with a revolver-esque loading mechanism. Idk how we can justify that weapon weighing 45kg when a musket only weighs 7. I don't care WHAT it's made of, 45kg for a musket-sized weapon is insane. Especially when you realize that that makes the Snapper literally the heaviest weapon in the entire game, even compared to Heavy weapons that include a backpack ammo supply in their weight profile. The gun is heavier than a suit of Light Power Armor! It's simply ridiculous. It HAS to be a mistake.
  9. I may be engaging in a bit of necromancy here but I wanted to put in my two cents on this topic.... I had a thought to implement Overwatch RAW (allowing multiple attacks), but adding a cumulative penalty to each extra attack taken in a single turn. I'm thinking either a cumulative -10 or -20 per extra shot. My thinking on this is that in the span of a turn you can really only feasibly change targets and remain accurate so many times. Sure, you can change targets and pull the trigger 10 times in the span of ten seconds, but how accurate is that 10th shot gonna be? The Pinning functionality would remain the same. I think that's a solution that makes sense realistically, and also curbs the overwhelming power of Overwatch without defeating its intended purpose.
  10. I see. The way I run it isn't "freebies" as much as... Basic supplies. The inquisition is a very well supplied organization, and the way I see it, its agents are well supplied as well, at least when it comes to things that are easy to come by. My understanding is that the acolytes aren't paid... Their "pay" is the opportunity to serve the empire. However, they are provided for. Between deployments they do not want for food or shelter, and most gear that they would be able to start with is abundant enough to justify the inquisition being able to provide it. Honestly it doesn't come up that often because like I said, the stuff the players REALLY want is hard to come by. But it gives them an opportunity to do things like altering their load out between missions without it being a huge hassle. Mission sounds like it calls for subtlety? Let's leave the heavy Stubber behind and grab a silenced, compact autogun. A common gun with common mods, but it's something that you're not likely to find at the local market haha. But the all powerful inquisitor is gonna have a well stocked armory... And I see no reason why he would deny his acolytes the tools they need, if those tools are available and cheap. But like I said, you wanna add something beyond what your character can start with to your personal armory, you've gotta earn it. Inquisitor Wolfe ain't gonna hand out bolters and cybernetic implants freely.... But why make it a hassle to obtain a common autopistol or a friggin backpack? Haha
  11. Its a good way to go about it, but i personally havnt had to think about it so much. In my game, anything average or better is freely provided by the Inquisition, though it may be tricky to get ahold of those supplies once the players are deployed... haha. Things that are scarce can be acquired from the inquisition pretty easily, or bought cheaply with emergency spending money that I give to the players at the start of a mission. And when it comes to spending money, i often just make up prices on the fly. Although I might take a look at your chart now haha. But honestly, my players havnt had to buy anything beyond basic supplies like food. Like I said, any weapon or armor that they could possibly buy on an imperial world is provided freely by the inquisition, and the stuff they really want isn't for sale. MAYBE you might run into a heaver stubber or a bolter for sale, but a plasma rifle? HA! A melta gun? HA! A Power Sword? HA! You get the idea. These things are acquired either through encounters, or the use of influence. What might help is this: I make influence less abstract by treating it more like currency. I explain to the players that it is a combination of their rep, connections, favors owed to them... etc. Any time they requisition something beyond a certain rarity, I reduce their influence by a small amount to represent them burning a favor or something like that. And it doesnt just... appear in their hands haha. If they succeed, then I find a way to make the item available to them within a short period of time. Maybe they use a contact to learn that some idiot trader is selling an Inferno Pistol for practically nothing, because he has no idea what it is. Or the Acolyte will get a tip about a local thug who somehow managed to acquire a force staff, and is carrying it around to raise his rep by making people think he's a psyker. My players use influence to locate things they could never buy, but they then often still have to do a bit of work to acquire it. I do this to maintain the theme that these items are truly scarce.... relics of a bygone era that aren't manufactured anymore.... at least not legally. Also referring to your chart... does DH2 even have any unique items yet? I guess items from 1st transfer pretty easily though.
  12. That's an interesting way to think about it... although it may not be necessary. I also utilize a sort of abstract degrading of armor through repeated breaches, and that does enough to reduce damage mitigation. Taking away my player's toughness bonus sounds mean haha.... at the very least I would have to start an entirely new campaign. No fair to do that after people have already invested Exp into the characteristic.
  13. The way I do it is a little more abstract. Anything that beats the armor rating (even if it gets stopped afterward by toughness) breaches the armour. A breach won't immediately reduce armor rating, unless it's a huge, explosive hit. Even then, you have to get hit where the armor is breached, which is a pretty precise call shot. With that in mind I pretty much play it by ear. If someone's armour is breached enough times, I start reducing its armour rating. I keep track of this throughout the game, and during protracted missions without opportunity for repairs, armor can be worn down throughout multiple encounters. I don't have a concrete mechanic for this... I just do what makes sense in the moment. A few rifle shots to the chest isn't going to compromise most armours, but 10 breaching hits from a heavy Bolter? That puts some pretty big holes in you armour, even if it didn't do actual damage.
  14. I've considered negating or reducing the toughness bonus once you reach critical damage, since personal resilience wouldn't do much to prevent, say... A limb being blown off.
  15. I think the toughness bonus is meant to represent an overall resilience, rather than the literal toughness of your skin. Some people can simply take more punishment than others. The reason I have the threshold is that it allows for the continuing accumulation of damage, regardless of where you are hit. If you take almost-lethal damage to several body parts, you're gonna go into shock and die. I think the main difference between my system and yours (and the reason why I added the crit threshold) is because I don't think the critical effects should stack... Even if they are to the same body part. If, for example, you take a 5 point critical energy hit to the arm... That makes your arm useless and stuns you. Then you take another 1 point of explosive damage to the same arm. Exact same arm, Much weaker hit. If you stack the effects, then that hit blows your arm off, even though it was much weaker than the hit that only stunned you. It doesn't make any sense. If you separate the effects like I do, you still apply the level 1 effect after that hit... Though in this case it doesn't matter much because the arm is already useless haha. But I keep coming back to the fact that a previous hit should not somehow magically increase the severity of the next hit. Seperating the effects also solves the question of whether or not different damage types should stack, which I thought was the biggest issue due to the major difference in lethality between some damage types. Anyway... Yeah that's my reasoning for not stacking effects. And the Critical Threshold prevents the players from being too tough as a result. The end result is players who get the chance to accumulate some interesting battle scars, and may actually survive to get their bionic limb replacement. To be honest, the CT doesn't really add all that much extra book keeping. You just write that number next to the critical damage box on your sheet, and when your critical damage reaches that number you die. It's like a hybrid system. I still stack the damage, just not the effects.
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