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40k: Rules Discussion.

Posted by Furry TeddyFor group 0
Lord Dubu
player, 61 posts
Mon 30 May 2011
at 04:52
  • msg #77

Re: Boats and other watercraft

Has anyone hashed out what they'd consider work-able rules for noospheric links in Tech-Priests. Mechanicus and Titanicus are so new I don't think FFG has had a chance to publish their own yet.
Castleman
player, 86 posts
Sat 3 Sep 2011
at 16:14
  • msg #78

Re: Boats and other watercraft

Jamming:

The rules state that "the weapon needs to be reloaded and any ammo in it is lost". Presumably, that's just one single bullet from the chamber, not the entire magazine, right?

-Also-

Misses:

If firing on Full-Auto or Semi-Auto and the dice rolls a miss (but not a jam), how many rounds of ammo, if any, are expended? The full RoF compliment for that setting or just one round?
Banjo
player, 195 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sat 3 Sep 2011
at 16:40
  • msg #79

Re: Boats and other watercraft

By RAW it is the clip in the gun that is lost, but I find that it is generally a good idea to house rule and say it is the amount of ammo being fired that is lost because bolt shells and the such like are to rare to lose to a single bad roll.

When using SA or FA fire the ammount of ammo used regardless of hits and misses is the rating of the SA or FA, so an SA 3 gun firing on SA uses up 3 rounds eve if all three shots miss.
This message was last edited by the player at 17:28, Tue 06 Sept 2011.
Castleman
player, 91 posts
Fri 30 Sep 2011
at 20:44
  • msg #80

Re: Boats and other watercraft

The Schola Progenium starting profile. When is says that the 'Schola Education' lores are "basic skills for you". Does this mean they're learnt or unlearnt? If learnt, why not simply say they're available advanced skills?
garibaldi
player, 23 posts
Fri 30 Sep 2011
at 20:50
  • msg #81

Re: Boats and other watercraft

Castleman:

Basic skills that are not learnt are tested against half the associated characteristic, is it not? Available advanced skills would be tested against the full score of the associated characteristics.

That's how I've read the difference between the two, and explains the phrasing in the books.
Banjo
player, 200 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 30 Sep 2011
at 21:14
  • msg #82

Re: Boats and other watercraft

Basic skills can be used even without tarining at half-attribute.

Advance skills can only be used if trained.

The schola training changes some advance skills to basic skills so that they can be tested on at half attribute like other basic skills even when not trained in them.
Castleman
player, 92 posts
Fri 30 Sep 2011
at 21:20
  • msg #83

Re: Boats and other watercraft

It should be clearer as to whether they are 'trained' or not then *hmph!*. Testing at half-attribute doesn't reflect well on the teachers.
Banjo
player, 201 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 30 Sep 2011
at 21:35
  • msg #84

Re: Boats and other watercraft

Its not to good given how the game has powered up a bit since then, but if you look at all the original dark heresy homeworlds what they give is quite pathetic in comparrison to the backround systems in RT, DW and to an extent Blood of the Martyrs.
Furry Teddy
player, 102 posts
Thu 12 Jan 2012
at 02:39
  • msg #85

Re: Guns and all things shooty...

In DH is there any disadvantage to firing on full auto other than ammo conservation and action length?

Say you aim (half) and fire (half) a single shot weapon equipped with a red dot sight you have the same chance to hit as someone firing on full auto (full) yet the guy on full auto has more bullets going down range.

Both shooters have the same chance to hit yet the guy on full auto has a chance for further damage. What's the disadvantage other than ammo expenditure?

Would any old Inquisitor players out there agree that the Inquisitor system had a better way of resolving this.

Thoughts?
Banjo
player, 203 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 12 Jan 2012
at 10:54
  • msg #86

Re: Guns and all things shooty...

It is more than a little silly. I think it is more upsetting that it took them all the way to Black Crusade to try and balance it out.

Unfortunately in DH there is rarely a reason to fire single shot in the game unless you are trying to shoot a particular part of the target and or you are using a basic weapon with the sniper rule.

I would agree that Inquisitor's mechanics had a better representation of SA and FA fire but overall game system was just too clunky and lacked any real non combat rules, it was just a bit to wargame-ey to function as a proper role play game
dlantoub
player, 86 posts
Thu 12 Jan 2012
at 15:48
  • msg #87

Re: Guns and all things shooty...

Agreed.  The autofire thing is endemic in the system, which basically points to a different thing.  In the early game, you have to use autofire to hit anything at all, in the late game you use autofire to maximise your damage.

This is because you don't start getting a "reasonable degree of success" (Read heroic standards) until you have a total statistic (Raw stat, skill upgrade, feats and talents) of 60+% I know really it's really anything above 50% where statistically you succeed more than you fail but 60 is where it starts to get noticeable, so in basic DH that's pretty near the mid/end tiers.

Or, on average a starting basic Dark Heresy character (not ascendant or grey knight) has a failure chance of between 60-75% on average.. FAILURE chance. Not success chance.
Gwenlynn
player, 243 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 12 Jan 2012
at 16:05
  • msg #88

Re: Guns and all things shooty...

It's not that bad. Say someone with a BS of 30 takes a half action to aim and is say 10 meters awaay from his target he gets a 50% chanbce to hit the target.

When the opponent is under 3 meters the chance goes up to 70%.

Considering that in realisty most bullets fired tend to miss, I think we have a good chance of hitting.

But yes, the autofire rules in DH, RT and DW makes using autofire the smart thing to do.
Furry Teddy
player, 103 posts
Thu 12 Jan 2012
at 16:52
  • msg #89

Re: Guns and all things shooty...

These are the rules taken from the Inquisitor rule book.

Semi-auto

Semi-automatic weapons allow the character to fire a burst of shots in rapid succession, laying down a hail of fire. The recoil from such shooting is harder to compensate for, and so individual semi-automatic shots are less accurate than a single shot, but overall the massed effect can be more effective at close range.

When firing on semi-automatic, the weapon fires a number of times equal to the semi-auto value. If the weapon has a spread of semi-auto rates, the player must declare how many shots are fired when it comes to the shooting action (they don’t have to declare the exact number at the start of the character’s turn). Each shot
suffers a -10% to hit penalty for every shot fired (so a semi-auto)(3) weapon suffers a -30% chance of hitting). Acharacter can aim before firing on semi-auto, but any aiming bonuses are lost after the first semi-automatic shooting action. The rules for placed shots apply to semi-auto aimed and snap shots as normal.

Full-auto

Firing on full auto means squeezing the trigger and letting rip in a pretty random fashion. This works in a very different way to normal firing, to represent its particular advantages and disadvantages. To fire on full auto, nominate a target group. All characters in a target group must be within 5 yards of at least one other character in the target group, and they must all be within the character’s arc of fire. If you wish, you may elect to fire at ‘spaces’, in which case the empty space counts as another character in the target group. Obviously the if the ‘space’ is hit as an end result of firing, the shots are wasted.

Once the target group is established, you must determine your basic to hit roll. This is the character’s BS, modified by Range (but no other modifiers) to the furthest target in the group. This to hit roll is then divided by the number of shots being fired in the burst of fire. The final to hit roll is calculated by multiplying this number by the number of targets in the group.

For example: A character needs 63 or less (after range modifications) and is firing 10 shots at 5 characters. The calculation is therefore (63/10)x 5 = 31 – only round off the final to hit number, not in the intervening stages.

The character then makes a to hit roll for each shot fired. These are not shots at specific targets, but rather an indication of the general accuracy of the burst. Once the number of hits has been determined, each is randomly allocated against a potential target. Note that it is entirely possible for one target to be hit several times while others remain unscathed – being hit doesn’t prevent a character from being hit again in the same burst of fire.

All targets in the target group, whether hit or not, must take a pinning test at their basic Nv (in other words, no +20% for not being hit as is usually the case). Randomise hit location and calculate damage as normal for each
shot. Note that full auto can never make placed shots.


Thoughts? I'm not convinced about the calculation for the hit roll. I do however like the semi-auto rules and would probably be what I use in a DH game. Overall I like these rules compared to the ones in the DH Core rules. I had thought about simplifying it and using the semi-auto for both semi and full but a hit modifier of -100% seems a bit extreme - only hitting on a 1-5!
Furry Teddy
player, 104 posts
Thu 12 Jan 2012
at 16:53
  • msg #90

Re: Guns and all things shooty...

In reply to Banjo (msg #86):

What are the rules from Dark Crusade?
Banjo
player, 204 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 12 Jan 2012
at 17:23
  • msg #91

Re: Guns and all things shooty...

So the top change to shooting combat in Black Crusade was to make FA and Semi-auto fire half actions and change their modifiers. Now single shot gets an automatic +10 to hit and can then get another +10 from aiming for a total of +20, SA fire comes with no bonus and FA gets a -10 to hit but can get a +10 if you stand still and aim.

Basically FA fire lost its free +20 and subsiquent higher number of DoS meaning FA is now more spray and pray.
MILLANDSON
player, 182 posts
Thu 12 Jan 2012
at 18:46
  • msg #92

Re: Guns and all things shooty...

Banjo:
So the top change to shooting combat in Black Crusade was to make FA and Semi-auto fire half actions and change their modifiers. Now single shot gets an automatic +10 to hit and can then get another +10 from aiming for a total of +20, SA fire comes with no bonus and FA gets a -10 to hit but can get a +10 if you stand still and aim.

Basically FA fire lost its free +20 and subsiquent higher number of DoS meaning FA is now more spray and pray.


You mean Semi Auto you can aim and fire for +10, and for Full Auto you can aim and fire for +0 (rather than -10 without the aiming).
Banjo
player, 205 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 12 Jan 2012
at 20:56
  • msg #93

Re: Guns and all things shooty...

Yep, Semi gets +10 with an aim, FA 0 with an aim, I gave the mods without their aim bonus.
Furry Teddy
player, 105 posts
Fri 13 Jan 2012
at 13:09
  • msg #94

Re: Guns and all things shooty...

I really don't like the DoS. It means that you can't actually get all your shots to hit. You would need to be making your BS test off of 90 and get low single digits to score all ten on fully auto. Granted someone who made that shot deserves all ten hits but I still prefer the Inquisitor way of having a lower skill test but rolling all the shots individually. Yea it takes a while and yea you'll probably miss but in Inquisitor when someone points there full auto weapon at you and let's rip then you really do fear for your characters safety.
Banjo
player, 206 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 13 Jan 2012
at 13:49
  • msg #95

Re: Guns and all things shooty...

An Asscension character can have a base BS of 70+ and then pack on upto +60 to hit giving them a BS of 130+ at times making it reasonably possible to hit with an FA 10 weapon
Furry Teddy
player, 107 posts
Fri 13 Jan 2012
at 13:57
  • msg #96

Re: Guns and all things shooty...

Does that not make other shooting modes rather irrelevant. In my mind there should be a distinct difference between firing on S/Semi/Auto.

In Inquisitor this seemed to be S - accuracy, Semi - damage for reduced accuracy, Auto - suppression with the chance for maximum damage at reduced accuracy. The main advantage of Auto was keeping peoples heads down and being able to engage a large group of enemies, very much a support role much like real life.

Maybe I should just give up and go and play Inquisitor.
This message was last edited by the player at 13:58, Fri 13 Jan 2012.
Banjo
player, 207 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 13 Jan 2012
at 16:19
  • msg #97

Re: Guns and all things shooty...

If a gun has FA in DH a character will pretty much never use the single shot mode because their chance to hit and damage is much less on average in exchange for a chance to hit a specific location (except that with enough FA shots you will likely hit the location you wanted at least once) and conserving ammo.

single shot fire mode is pretty much ignored unless a Vindicare turns up and then there is a whole different set of problems.
Sarge
player, 4 posts
Wed 9 May 2012
at 20:37
  • msg #98

Re: Guns and all things shooty...

I'll leave this here, check out the section labeled "Surviving a Firefight" it's surprisingly informative.

http://1d4chan.org/wiki/Dark_Heresy
Castleman
player, 124 posts
Tue 14 Oct 2014
at 15:56
  • msg #99

Re: Guns and all things shooty...

What's the point of a backpack ir harness? It can carry a maximum Kg, great, but does this count towards encumbrance or benefit it in any way? As for the harness, does it provide any bonus other than as a fashion accessory? It can carry a max of 15Kg, but does it make access to what it holds easier/quicker?
Arbentur
player, 63 posts
Tue 14 Oct 2014
at 16:21
  • msg #100

Re: Guns and all things shooty...

Well...

If you don't have one spare ammo has to be held in your hands, and unless your a mutant you generally only have two to work with.  Any of your gear that you have that isn't directly part of your standard wear fits that category.  Data slates, medkits, extra ammo, grenades, your half eaten lunch, maps, trinkets...

Sure you can stuff pockets but then you'll look pretty ridiculous.
Furry Teddy
GM, 120 posts
Sun 10 Jul 2016
at 10:25
  • msg #101

DH.2 Home world/Origins

Agri-World:

"Quote about agri worlds"

Agri-worlds are the breadbasket of the Calixis Sector. These verdant planets are given over almost entirely to industrialscale agriculture, and are home to massive, city-sized farms and ranches controlled by sector wide agriculture business concerns. They produce the bulk of the Sector’s food, as well as many plant and animal-based products such as oils, medicines, building materials, and textiles. While some of these worlds are fully automated, home only to a handful of technicians and overseers keeping tabs on ancient cultivating apparatus and armies of servitors, most are home to millions of Imperial citizens, both cosmopolitan, business-minded merchants and agents in the port cities and the many hardy homesteaders and labourers who do the actual work of tilling fields and breeding beasts. While agri-worlders have a reputation as honest, strong, and hard working, they are also viewed, unfairly or not, as unsophisticated yokels and easy marks for confidence men, grifters, and other predators.

Men and women who grow up on these pastoral worlds gain a deep understanding of both flora and fauna, and can use those skills on the field of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planet-bound campaigns.

Characteristic Modifiers
Bonus to Strength and Fellowship, penalty to Intelligence

Fate Threshold
2 (Emperor's Blessing 7+)

Home World Bonus
Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated and get a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops. They also gain Scholastic Lore (Beasts)

Aptitude
Strength

Wounds
An Agri-world character starts with 8+1d5

Death World:

Characteristic Modifiers
Bonus to Strength and Perception, penalty to Fellowship

Fate Threshold
2 (Emperor's Blessing 5+)

Home World Bonus
Death World natives begin with either Lightning Reflexes or Resistance (Poisons).

Aptitude
Fieldcraft

Wounds
A Death World character starts with 9+1d5


Feudal World:

Characteristic Modifiers
Bonus to Toughness and Weapon Skill, penalty to Intelligence

Fate Threshold
3 (Emperor's Blessing 6+)

Home World Bonus
A Feudal World character ignores the maximum agility value imposed by any armour he is wearing.

Aptitude
Weapon Skill

Wounds
A Feudal World character starts with 9+1d5

Fortress World:

Characteristic Modifiers
Bonus to - and Ballistic Skill, penalty to -

Fate Threshold
3 (Emperor's Blessing 6+)

Home World Bonus
A Fortress World character gains a single Hatred Talent, where the group chosen is the enemy the fortress world has been established to defend against.

Aptitude
Ballistic Skill

Wounds
A Fortress World character starts with 8+1d5

Looking for some feedback on replacing the options from Enemies Within/Without/Beyond - all seemed a bit meh to me. I intend to use in an upcoming campaign. Also working on Daemon World, Frontier World, Garden World, Penal Colony and Research Station as well as Schola Progenium, Mining Colony and Imperial World already thrown in Fortress World. Taking most of my info from Only War and DH.1.

Specifically looking for feedback on fate thresholds and Fortress world characteristics - thinking + Toughness or Willpower, - Agility or Perception. Alternatively leaving it as + BS with no second + or -. Thoughts?
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