Grand Trader Chode 3 Posted July 12, 2014 Any idea how flamers and the like would work with the Unreliable quality? what unreliable and poor craftsmanship flame weapons? Quote Share this post Link to post Share on other sites
Fgdsfg 1,017 Posted July 12, 2014 It works exactly the same as for all other weapons, by RAW. Quote Share this post Link to post Share on other sites
Magellan 185 Posted July 12, 2014 That is to say, it don't do jack, since they don't roll to hit. 2 Fgdsfg and pearldrum1 reacted to this Quote Share this post Link to post Share on other sites
Grand Trader Chode 3 Posted July 12, 2014 Really? That seems very off to me. Quote Share this post Link to post Share on other sites
Fgdsfg 1,017 Posted July 12, 2014 Really? That seems very off to me.Nevertheless, that's how it is. There's similar issues with other things that does not jam normally. For example, what happens to an Unreliable Plasma weapon? Nothing. Nothing happens. 1 pearldrum1 reacted to this Quote Share this post Link to post Share on other sites
Vandegraffe 27 Posted July 12, 2014 Really? That seems very off to me.Nevertheless, that's how it is. There's similar issues with other things that does not jam normally. For example, what happens to an Unreliable Plasma weapon?Nothing. Nothing happens. Actually, plasmas already have the same failure chance as an unreliable weapon. Overheat happens on a 91+. Cheers, - V. Quote Share this post Link to post Share on other sites
Tenebrae 429 Posted July 12, 2014 Actually, plasmas already have the same failure chance as an unreliable weapon. Overheat happens on a 91+. Cheers, - V. Pretty sure that was his point, since you mention it. 1 Fgdsfg reacted to this Quote Share this post Link to post Share on other sites
Fgdsfg 1,017 Posted July 13, 2014 (edited) Actually, plasmas already have the same failure chance as an unreliable weapon. Overheat happens on a 91+. Cheers, - V. Exactly. Plasma Weapons Overheats on a 91+. Plasma Weapons never Jam, they Overheat instead. The Unreliable Special Quality makes the given weapon Jam on a 91+. So what happens when a Plasma Weapon has the Unreliable Special Quality? Absolutely nothing. Nothing at all. Not even a little. The Unreliable Special Quality really needs a note on effects on Flame/Spray and Plasma weapons, but it doesn't. Similarly, what happens when they're Reliable? Nothing. But let's see, what happens when they're suddenly Best-Craftsmanship? Bam, complete immunity to Jams and Overheat. I'm feeling a homebrew coming up for Craftsmanship, Unreliable and Reliable. Edited July 13, 2014 by Fgdsfg 4 Myrion, Nameless2all, pearldrum1 and 1 other reacted to this Quote Share this post Link to post Share on other sites
SirFrog 64 Posted July 14, 2014 (edited) I'm feeling a homebrew coming up for Craftsmanship, Unreliable and Reliable. Well... Oddities with Craftsmanship, Unreliable and Reliable: Certain weapons have special rules concerning Jamming, or not doing so in the case of Plasma weaponry, as it instead overheats. Due to the unfortunate wording of the rules, neither the Unreliable or Reliable Weapon Quality has any effect on neither Flame nor Plasma weaponry. If a weapon with the Flame Quality also has the Unreliable Quality, it jams on Damage rolls of both 1 and 9. If it instead has the Reliable Quality and rolls a 9 on any of its Damage dice, roll a d10. Only on a 10 has it in fact Jammed. If a weapon with the Overheat Quality also has the Unreliable Quality, it overheats on an attack roll of 86 or higher. If it instead has the Reliable Quality, it overheats on a roll of 96 or higher instead of the normal. Might need a bit of tweaking. Edited July 14, 2014 by SirFrog Quote Share this post Link to post Share on other sites
Fgdsfg 1,017 Posted July 14, 2014 Well for one, the chance for Flame weapons is usually 10%, on a 9.If it's on a 1 or 9, that's 20% chance.Then if it's again on a 10, that's just back to 10%. Quote Share this post Link to post Share on other sites
SirFrog 64 Posted July 14, 2014 Well, yes, I figured Unreliable Flame weapons should be more... unreliable. I couldn't figure out any other way to do it easily. Also clarified the rules a bit, just for general readability. Quote Share this post Link to post Share on other sites
Godgolden 19 Posted July 30, 2014 As above, by RAW, it means nothing. I have always made my flamers roll a percentile for 'failure rate' so in my homebrew version it would jam 91+ like normal. having a jam failure rate fixed to damage is silly, if you hit 15 people with one flamer its going to jam, explode, go nuclear and open a vortex with how many jam result you get. You could say Plasma overheats on any miss, follows the logic of the game precisely, making unreliable plasma weapons suicidal at best, like they should be. Quote Share this post Link to post Share on other sites
Routa-maa 180 Posted July 30, 2014 You could say Plasma overheats on any miss, follows the logic of the game precisely, making unreliable plasma weapons suicidal at best, like they should be. I have similar House rule for my Poor Quality Plasma weapons. Probably have to nick your PQ Flame weapons rule to use. Quote Share this post Link to post Share on other sites
Magellan 185 Posted July 30, 2014 As above, by RAW, it means nothing. I have always made my flamers roll a percentile for 'failure rate' so in my homebrew version it would jam 91+ like normal. having a jam failure rate fixed to damage is silly, if you hit 15 people with one flamer its going to jam, explode, go nuclear and open a vortex with how many jam result you get. You could say Plasma overheats on any miss, follows the logic of the game precisely, making unreliable plasma weapons suicidal at best, like they should be. You roll damage individually for every single target with area of effect attacks? That's gotta take some time. Quote Share this post Link to post Share on other sites
Fgdsfg 1,017 Posted July 30, 2014 As above, by RAW, it means nothing. I have always made my flamers roll a percentile for 'failure rate' so in my homebrew version it would jam 91+ like normal. having a jam failure rate fixed to damage is silly, if you hit 15 people with one flamer its going to jam, explode, go nuclear and open a vortex with how many jam result you get. You could say Plasma overheats on any miss, follows the logic of the game precisely, making unreliable plasma weapons suicidal at best, like they should be. You roll damage individually for every single target with area of effect attacks? That's gotta take some time. Not as long as the Agility Test, the Dodge Test and the test to avoid being set on fire. Flame weapons are powerful, but they are painfully slow in play. 1 El_Jairo reacted to this Quote Share this post Link to post Share on other sites
El_Jairo 7 Posted August 25, 2014 It's strange that you are allowed a dodge test after a failed Ag test, when hit by a flamer. Isn't that twice the same dynamic? It would make more sense to say: if you are hit by a flamer, roll a Dodge reaction, if you still have a reaction left. You can't dodge a spray of fire twice! "Oh, I dodged the wrong way, let me try another way" Quote Share this post Link to post Share on other sites
Fgdsfg 1,017 Posted August 25, 2014 It's strange that you are allowed a dodge test after a failed Ag test, when hit by a flamer. Isn't that twice the same dynamic? It would make more sense to say: if you are hit by a flamer, roll a Dodge reaction, if you still have a reaction left. You can't dodge a spray of fire twice! "Oh, I dodged the wrong way, let me try another way" I'm liable to agree, really, but afaik, that's not how it works. I'm not sure if it's dodgy RAW or simply unclear RAI. As it stands, unless I'm mixing the rulesets up, every single person caught in the cone results in a potential three Agility Tests (Agility Test to (avoid) Hit, Dodge Check to get out of the area, Agility Test to avoid being set on fire). Then, every time it's the turn of someone that's been set on fire, there's a minimum of one to two rolls (Willpower Test to not panic, Agility Test to put the fire out). Then add in rolls for damage. I had a player use a Flamer with Toxic Promethium, once. Everyone that couldn't dodge out of the way (which was pretty much everyone) also had to roll Toughness to not take Toxic Damage. Then most failed, so I had to roll Toxic Damage, too. That single Round took so long it was ridiculous. I think everyone agreed, because he hasn't used his flamer since then. Next session, though, I'd be surprised if he didn't use it, since they'll probably be facing Hordes. 1 Darth Smeg reacted to this Quote Share this post Link to post Share on other sites
Darth Smeg 234 Posted August 27, 2014 Yeah, the flamer rules are a bit wonky. Basically, the Agility test to avoid being hit replaces the shooters regular BS test. As such, the skill involved is moved from the shooter trying to aim to the target trying to evade. There aren't more rolls involved (well, except for the catching fire bit, but that's kinda different from the "do I hit him" part). The Dodge is handled "as normal", basically. This means that flamers are nice for people who can't shoot, and don't work well versus agile targets. Quote Share this post Link to post Share on other sites