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  1. gorthano


    Great job!! Thanks for the resource! I will definitely be using this. WWII: Axis- Shouldn't the StG 44 have autofire? To balance it maybe cause it to be out of ammo on 3 threats. I'd maybe provide a distinction between the Karabiner 98k and the Karabiner 98k used for sniping. I'd suggest using the entry you have for the sniper variant but increase damage to 9 (and note that it comes with a telescopic scope that is machined on), and then have the standard K98 a little weaker than the one you have on the spreadsheet [e.g. maybe just give it accurate (1) and Pierce (1)]. I'd also adjust the encumbrance values a bit for a few of the WW2 guns. I'm not really knowledgeable enough to go through it with suggestions, but I get the feeling that the 2 encumbrance they suggested for the SMG in the book is more for a Mac10, Mini-Uzi, or MP7. I picked up Thompson SMG once and was shocked at it's weight. It weighs a little more than the M1 Garand, but the weight is more concentrated. I'd probably give it encumbrance 4. I haven't looked into it, but I wouldn't be too surprised if the other hand held autofire guns warrant similar increases.
  2. Great Job so far, man! However, I'm not sure I am on board with melee weapons that do set damage. Here's what I came up with if you want to take a look.
  3. Has it done anything to clear up defense? (i.e. If you are wearing an armor with a defense score of 1 and get the defensive talent that increases ranged defense by 1 and melee defense by 1, is your defense against melee attacks a 2 or a 1?)
  4. Adeptus Ministorum background grants the character the following ability: When spending a fate point to get +10 to a roll, character gets +20 instead. So it makes the least useful way to spend a FP into a slightly better but still least useful way to spend a FP. I see how it could be better than a reroll if your target number is less than 20. I also see how it could be useful when you have a really important roll and you can spend a FP to get +20 and then spend another to reroll at +20 on a failure. In sum, it seems that the ability is only useful when either 1) you are starting with abysmal initial chances of success; or 2) you decide before rolling that success is so important that you are totally willing to spend two FP to achieve success. This doesn't sit well with me mechanically. Several other backgrounds have pretty lousy benefits that are only going to be worth their salt in certain types of campaigns (rogue trader fleet, heretek), but Administratum, AdMech, and Sororitas have pretty amazing benefits while Exorcised, IG, Telepathica, Arbites, mutant, and Imp Navy have useful abilities that could even be great or amazing abilities depending on the build of the character. I'm not sure what to think of Outcast. Seems like it could be useful, but in the five months of playing DH2 on a weekly basis, none of the characters in my game have acquired enough fatigue to penalize a stat let alone fall unconscious from fatigue. Does anyone have any suggestions for a house rule replacement benefit that is more in line with the second (middle) tier of background benefits? I am definitely not looking for anything supercharged. My ideas so far: Keep as is, but additionally when using a FP to add an additional DoS to a successful test, instead add two DoS. when spending a FP to reroll a test, gain +10 bonus on the reroll. Reduce DoF on any failed test by two, minimum one. Radiant Presence- friendly persons within 20m gain +10 to Willpower tests to resist fear, pinning, and intimidation. Does not affect teh character possessing the ability. edit: it later occurred to me that getting a +20 to a roll is pretty great use of a fate point if performing a full auto ranged attack or lightning attack (especially with blade master). Maybe it doesn't need changing at all but I am still open to any suggestions.
  5. As far as I understand the rules for crafting the time is ment per test. An example: The GM decides that crafting a Bolt-Pistol needs 20 DoS. The player roles his/her first test with 4 DoS. The 1d5 time roll results in 3 hours. Still 16 DoS to go. The next test results in 3 DoS. Rolling another 1d5 adds 2 hours. Now 13 DoS to go. And so on ... Assuming that a normal Character (no Magos with Machine Trait, or taking any stimulant) can only work concentrated for a few hours a day I guess most high-tech weapons would in the end need several days to craft. You are correct. That is the extended test interval rather than the total time.
  6. What would you guys say about chain weapons, hotshot lasguns, mesh armor, or carapace armor?
  7. I have an Adeptus Administratum Sage character in my game with a desire to craft advanced weaponry on Desoleum Prime. He asked me about it last session and I effectively shut him down with a response about needing to ingratiate himself to a high ranking Magos of a forgeworld (which he interpreted to be a less than viable option), but in hindsight I'm worried I may have been unfair. How does one get the blueprints for weaponry and armor? Core p117 provides that "The time, difficulty, and materials it takes to create these items are greatly dependent on their complexity, the kind of workshop the character has, and his access to properly sanctified designs or Adeptus Mechanicus data-vaults." Does he have to buddy up to a Magos on a forgeworld to get the blueprints for a handflamer, plasma pistol, powersword, or bolter? If he doesn't have access to any Magi in the current narrative, would you allow this to be as simple as influence test? At what modifier? Should he be required to sacrifice influence to achieve it? In terms of time, the Core p97 indicates it should take 1d5 hours to craft weapons and 1d10 hours for armor (I think this is an error--it was 1d5/1d10 days in OW and BC). For stuff that is Rare or less available, would a matter of months or years be more appropriate? How would you handle this? He is very arguably mentally equipped for the task of crafting: Influence Score of 56, Trade Armorer, Tech-Use +30, Intelligence score of 54, Good Quality Cerebral Implants, and Infused Knowledge talent [meaning that in total he is +20 to any relevant scholastic lore test and automatically adds 2 DoS to a successful test]. He doesn't have Forbidden Lore (Archeotech) or Forbidden Lore (Adeptus Mechanicus). ------- For further context of power levels, the players have been awarded 5600 exp after the 1k given at creation. They have a power blade, shock whip, a bionic heart, good quality cerebral implants, a poor quality mesh combat cloak, and a mesh body suit, but otherwise all their weaponry or armor is Scarce or more available although the weapon modifications they have are pretty fancy (i.e. custom grips, motion predictor, laser sights, tox dispensers, quick releases).
  8. Agreed. This isn't a fight starting characters have realistic chance of winning outside of GM handwaving the creature's intelligence and having it fall for some plan to have it jump into a volcano. A regular necron would likewise defeat them easily. It's like the movie The Terminator. Remember how the t-100 wrecks the entire police force?
  9. I share this interpretation, but my search for an answer has not been exhaustive. Core p194: Additionally, the effective psy rating of a psychic power determines how potent the effects of the power will be when used (see Step 3). The drawback from lowering one's PR for non damaging powers is still totally outweighed by the increased chance of landing an incapacitating blow in the first place, imo. I would note that they changed the way you calculate it so that it is a little bit faster than what you are doing. You no longer need to pay attention to the ones digit of either number. Core Book p 24: If the roll is equal to or lower than the characteristic, the character has gained one degree of success (DoS). He also gains additional degrees of success equal to the tens digit of the target value minus the tens digit of the roll. Conversely, if the roll is higher than the characteristic, the character has gained one degree of failure (DoF), and gains additional degrees of failure equal to the tens digit of the roll minus the tens digit of the target value. Essentially, you find the difference between the tens digit of the target number and the tens digit of the actual roll and subsequently increase the result by one. (e.g. Players rolls a 42 when the target is 77 and thus scores four degrees of success; Player rolls a 50 when the target is 39 and thus scores three degrees of failure). Good Hunting!
  10. Hopefully I am not being redundant on something that has previously been discussed in this thread. I hadn't previously realized that dodge was even an option, but it clearly is based on the text in Evasion in regards to semi-auto, full auto, and area of effect attacks. Based on the way I am reading it, the dodge occurs after the failed Agility Test, because there is no hit if the agility test is successful and a prerequisite of an evasion action is being hit. [Core p220; "After a character is hit from an attack, but before damage is rolled, he can attempt to negate the hit by making a Dodge or Parry test."] For spray attacks, the agility test in this scenario replaces the attack roll and comes in the same place and order. Based on my reading, it seems that the damage roll only comes after we conclude that there is an unmitigated hit. The rules for jamming [Core p224], explain that some weapons use different rules for jamming and we should refer to their specific qualities in the armory section. It uses the words "such as" immediately preceding the list of weapon types that do not follow the normal jamming rules. The inclusion of those two words preceding the list seems to indicate that the list is non-exhaustive (Additionally, the normal jam rules are non-sensical when applied to a spray weapon unless we are going to interpret the rules to mean that spray weapons also jam when the target rolls a 96-100 for their agility test, which is effectively the attack roll in this context). Unlike the text for jamming in general, the text for spray does not expressly say whether the attack results in a successful discharge of ammunition when a jam result occurs. Given the sequence that the rules provide for the various rolls, in the absence of express text indicating otherwise I must conclude that the attack goes off without a hitch and it will be considered jam after the weapon discharges. I see it like this: declare attack action with spray weapon and the target location roll target's agility to determine if hit roll target's field to negate hit roll target's dodge to evade hit roll damage dealt to target roll agility to see if target ignited My two cents.
  11. Enemies Within Page 46: “Heretic’s Match” Incendiary Rounds These ungainly shells and arrowheads are filled with promethium or other highly incendiary materials, and ignite with immolating fire on impact. Few heretics can withstand this fury of the righteous made manifest. Effect: A weapon using this ammunition gains the Flame and Unreliable qualities, and loses the Blast quality (if it had it). Used With: Bows, Crossbows, Shotguns. Availability: Scarce Question: Was an error made where it reads that the weapon loses the blast quality? Should it say that it loses scatter? Is there any Bow, Crossbow, or Shotgun that has the Blast quality? Not that it really makes that much of a difference as far as potency goes. Adding the Flame quality to a gun is pretty amazing either way.
  12. I gave a player 2 insanity and 3 corruption for learning Forbidden Lore (Daemonology) from a dataslate taken from a Heretek which detailed the Heretek's research and findings on daemonic binding.
  13. I'm not seeing a scarcity for the basic non-combat servitors or basic combat servitors in any of the books (or any of the books for other games or prior editions for that matter). Am I missing something? My player wants a servitor to carry around their footlockers of weaponry that would hurt their subtlety if carried openly. From a GM perspective, I'm thinking scarce availability would be pretty reasonable keeping in mind the maintenance/upkeep requirements. Thoughts? What availability would you guys suggest for the combat servitor in the core book? Rare? Edit: I am aware of the various types of servitors with prices listed in Inquisitor's handbook p144, Lathe Worlds p70, Blood of Martyrs p122, Book of Judgment p73.
  14. Dark Heresy 2e Core Book p. 215. The power Puppet Master has "Special" listed under what it takes to sustain it. The text includes no mention of sustaining the power, only that the psyker must divide his actions between himself and the victim. Barring suicidal commands, is the victim just a puppet until he is out of range?
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