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18:46, 5th May 2024 (GMT+0)

40k: Rules Discussion.

Posted by Furry TeddyFor group 0
Banjo
player, 5 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 14 May 2009
at 15:44
  • msg #27

Re: Two weapon wielder

My thinking was basically you are not aiming much when you fire both guns at max rate at once, you really do not have the time to, you are simply filling the area in front of you with bullets and laser bolts, ambidextrous is all about having as much control in on hand as you do in the other, as control is not the issue when indiscriminately firing bullets, I figured no extra bonus, although I can see it being a bit unfair on the player saying you have just sunk 100+ XP into this skill and it is worth jack all for this technique. I'll have to a bit of a think about it.

The gunsinger idea is a good idea though, the only thing I have against doing that is that it gives a reroll to an attack that is likely to have some good modifiers on it already (+10 aim, +20 range, extra if you have a sight) unlike close combat which is normally +10 for aiming, and all of this is in a game where nearly every career has access to cheep BS stat boosts. Shooting is the easiest and safest option open to a player in DH, close combat needs the boosts it gets from talents like blademaster and the high end weapons to make it a viable option as well a entertaining, if shooting got a reroll ability it knocks close combat down a peg again.
flakk
GM, 180 posts
"The dude abides..."
Thu 21 May 2009
at 17:57
  • msg #28

Re: automatic weapons

If you fire a burst do you need to decide who gets hit and how many times before or after damage is rolled?  I would assume before to prevent rolling until one target is dead and then moving to the next with the remaining, but I can't find a ruling on it anywhere and it has come up several times in the past couple RL sessions that I've played in.
Exalt7212
player, 7 posts
Fri 22 May 2009
at 14:29
  • msg #29

Re: automatic weapons

When determinaing who got shot when a burst was fired, we used the tried and true method of spliting up the targets through a d100 and rolling the dice for each hit.
RevMark
player, 27 posts
Sat 23 May 2009
at 09:25
  • msg #30

Re: automatic weapons

I've tended to go with the approack Flakk outlined, but I don't think I've ever seen it written down as a ruling anywhere.
Exalt7212
player, 8 posts
Sat 23 May 2009
at 14:13
  • msg #31

Re: automatic weapons

Your right it isnt. Perhaps FF games can add that in or something with their release of RT. Which I cant wait to see come out.
flakk
GM, 182 posts
"The dude abides..."
Mon 25 May 2009
at 12:56
  • msg #32

Re: automatic weapons

Zac's post moved to DH GMs wanted....
This message was last edited by the GM at 12:56, Mon 25 May 2009.
flakk
GM, 264 posts
"The dude abides..."
Mon 10 Aug 2009
at 13:20
  • msg #33

Furious Assault

Furious Assault

What happens if a hit is scored on the first attack but it is avoided with a parry or dodge?  Would the second attack still take place?
Banjo
player, 27 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Mon 10 Aug 2009
at 13:28
  • msg #34

Re: Furious Assault

Personally I would say no. If the blow is parried or dodged I would rule that it is not a sucessful hit because the defender has stopped it being a hit and made it a miss and so the next attack does not take place.
Exalt7212
player, 30 posts
Mon 10 Aug 2009
at 13:30
  • msg #35

Re: Furious Assault

I would say yes. Because if the first hit had to stick, they would say 'with damage done' not just first hit scored.
flakk
GM, 265 posts
"The dude abides..."
Mon 10 Aug 2009
at 13:34
  • msg #36

Re: Furious Assault

So we have 1 and 1.  Anyone else?  This talent is much better than I had first thought and I want to make sure I get it right for the Moritat in the group's sake.
kraikken
player, 7 posts
Wed 19 Aug 2009
at 01:55
  • msg #37

Re: Furious Assault

Alright new question.

In my game Ordo Hereticus, we tend to do things a touch differently and allow allot more freedom of character option.
In the past I worked out some of the social problems of Tau caste society using the Black Library literature on them.
Now I have a player who would like to play a Fire Caste warrior.
I'm all for it, however I wonder if there would be any inherent deductions from the character.

An example of one would be the Tau's strict dislike for melee combat, would that equate to a minus in the area?  Any suggestions are welcome.
thew00tninja
player, 4 posts
Wed 19 Aug 2009
at 02:19
  • msg #38

Re: Furious Assault

Have you checked out Dark Reign? Someone had posted up some basic stats and such for a Fire Warrior. Even has a full advance table.

As for Furious Assault, I would say parry yes, dodge no.
This message was last edited by the player at 03:18, Wed 19 Aug 2009.
SENIOR CARDINAL IGNATO
player, 158 posts
Innocence Proves Nothing
Wed 19 Aug 2009
at 04:32
  • msg #39

Re: Furious Assault

In reply to thew00tninja (msg #38):

The Senior Cardinal fully endorses Dark Reign thew00tninga.  Don't forget the downloads for text basedRPol character sheet, fine fan fiction, and google more.  More fan-sites being built, Tyrant Star is shaping up nicely.

Does anyone in the forum know of any other info on the Emperor's Tarot deck, Red Dwarf had a good list.  Has anyone seen a full 78 card deck, the most I have seen is around 45 cards and they shift from different writers, most refrences are from Ian Watson BL novels.  If anyone else has a link the Cardinal is always looking for images or structure to Ecclessastic Divination.

Yr. Obd. Srvnt.
S.C.I.

nareik123
player, 51 posts
Wed 19 Aug 2009
at 21:41
  • msg #40

Re: Furious Assault

Kraikken, I feel that a Tau warrior could theoretically end up as quite a good hand to hand fighter. Look at O'Shovah, he's famous for outfighting orks and in game terms, there is ONE non-special character in the entire Imperial Guard book with equal weapon skill as O'Shovah, and that is a Lord Commissar. Perhaps this could be incorporated as a separate Home world for the Tau? The Farsight Cadre, focuses on improving physical stats and the expense of a lack of respect from the Empire and a lack of specialized armour.
kraikken
player, 8 posts
Thu 20 Aug 2009
at 01:24
  • msg #41

Re: Furious Assault

Good point Nareik.
I've been wondering on the sphere influence of their society and planet traditions as they evolve.
I considered a scenario where their pulse weapons where inaffective, or the Imperial troops they fought with where heavily intrenched in something like a small forge world.
The Tau would likely take strides to preserve the tech for study, and a scenario like this could have developed a world that prided itself in martial combat because of the years of close quarters combat fought for the planets control.
nareik123
player, 52 posts
Thu 20 Aug 2009
at 01:30
  • msg #42

Re: Furious Assault

Unfortunately, the Tau, unlike the space marines, are not adaptable. Unlike the marine chapters, which all have various ways of fighting, the tau ALL focus on ranged combat. Tau are a generalized race. However, if you believe Graham McNiel which I do, Tau actually do have close combat units. In Graham McNiels latest Ultramarine book, courage and honour, Tau have a crisis configuration with power weapons, designed for close assault.
Banjo
player, 36 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sat 12 Sep 2009
at 08:07
  • msg #43

Re: Furious Assault

With the release of RT in the very neer future I have found myself wondering about some of the flaws in the DH rules and the mechanics of the game in general.

The major one that sprung to mind is one that is also in our beloved WFRP 2nd and that is being 'fixed' by 3rd ed, Critical Wounds.

Like WFRP the only time you ever get to roll on the tables is once you are below 0 wounds meaning any of the amusing low to mid table results have very little effect on the batlle because the guys going to fall down within the next round anyway.

Combat within DH for non-combatants is deadly and for combat armed characters is usually quite forgiving until heavy weapons and the high end uber-weapons start cropping up, power swords, plasma guns etc, and so adding an extended critical wounds system to this could make combat very scary for all involved.

Even so I have been toying with the following simple method. After rolling to wound roll a d10, on a score of a 10 roll on the appropriate critical table and subtract 5 from the result, any negative counts as a 1. Apply this result to the wounded individual.

As DH players and more importantly GMs what do you all think of the additional rule and do yous have any system in place to account for critical wounds before a character reaches 0 wounds.
flakk
GM, 292 posts
"The dude abides..."
Sat 12 Sep 2009
at 13:48
  • msg #44

Re: DH: Rules Discussion

In my game any head hit that does damage requires a toughness check
to avoid a level of fatigue.
RevMark
player, 43 posts
Sat 12 Sep 2009
at 15:43
  • msg #45

Re: DH: Rules Discussion

My initial thoughts are that combat in DH and WFRP is quite scary enough as it is. I suspect when you say 'non-combatants' you really mean 'people not wearing at least flak armour on all locations'. Once you're wearing armour it's true that combat becomes a lot more surviveable, but (at least in my games) not everyone will be wearing it and not all the time. This effectively means that giving crit results early will make combat a bit scarier for those in armour and downright unsurvivable for those who aren't.

Now the extent to which I agree with your identification of a problem is not actually 'critical wounds' at all, but the fact that things like being stunned for a round or knocked down or dropping your weapon (low end crit results) really should happen a lot more frequently. I personally feel this makes for a more realistic fight, as well as one that is more varied and dramatic (they also make certain talents like Leap Up suddenly seem worth having). If we could find a way of putting more of that in that wasn't too complex I'd be interested, but I think that getting a 1-5 crit result every time you do a hit would be too deadly. The Fatigue you'd stack up would likely mean that a lot of people would be collapsing way before they ran low on wounds. Although that might be realistic it's not that much fun to play.
Banjo
player, 37 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 13 Sep 2009
at 00:11
  • msg #46

Re: DH: Rules Discussion

Good point, I did not really consider the quikness that fatigue could amount up with low level rolls on the crit tables.

As you said things would go very bad for a party if they were not wearing flak armour (Guardsmen donr now how lucky they are by starting with an entire set of it) or better.

Okaym what about on after rolling to wound roll a d10 on a score of a ten roll a d5 and follow tabke below

1: Stunned for 1 round
2: Drop one of your weapons that are in your hands.
3: Character is knocked down
4: Stunned for 1+d3 rounds
5: Character starts to bleed.

If you cause a critcal when rolling to wound you may re-roll the d10 used to determine wheherther as oponent roll on the above tabke.
Castleman
player, 20 posts
Sat 9 Oct 2010
at 19:54
  • msg #47

Re: DH: Rules Discussion

Does the Imperial homeworld trait of High Gothic as a basic skill make it a halved (spoken, but not fluent) stat, as it isn't taken as an advanced skill and is neither afforded anywhere in the guardsman advances to begin with as a full advanced skill? Or is it fully fluent right off the mark?
Presteros
player, 11 posts
Sat 9 Oct 2010
at 20:06
  • msg #48

Re: DH: Rules Discussion

My guess on that, thinking in-character wise?
I'd guess they CAN speak it, or read it, but they're not the world's best speakers. They regularly attend services or mass, perhaps they read from the Imperial Creed. They probably learned it in the Scholam as children, but most of them don't really go much further than that.
Enough to get through a text with perhaps a hitch or two, or read out already learned prayers with the correct pronounciations, but no linguists.
Basic, not skilled, usually comes with the attitude "Well YEAH, but..." As in, well yes he can speak it, but he's not very good.
Yes he can swim, but not very fast or with that big backpack on, sort of thing.
They know enough about it for someone who comes into contact with the language on a daily basis, but not like somebody who actually speaks it or interacts using it.
As a swedish person, sweden being a country absolutely saturated with the english language, I very much know this. 95% of swedes can communicate in english, but for most it's slow and their accent is terrible. They know it well enough, but there's a lot of uhm-ing and er-ing while talking, and some words are wrong.
Me, though, use english daily and therefore know the language well.
I'm skilled, but most swedes have it as a basic skill because of their birth place.
...wow, that was a lot of explanation for a simple answer.

TL;DR: First option.
This message was last edited by the player at 20:07, Sat 09 Oct 2010.
The Digger
player, 8 posts
Sun 10 Oct 2010
at 01:42
  • msg #49

Re: DH: Rules Discussion

Castleman
I am pretty certain that where an advanced skill (e.g. speak High Gothic or Literacy)is 'treated as a basic skill' then it follows the normal rule i.e. even if you are not trained in the skill you can use it at half attribute.

Otherwise it would be counted as an advanced skill and could not be used at all UNLESS you were trained in it.

(It means Trooper 7 can mutter a few words in High Gothic and probably just about write his name having a mega Int of 25!)
MILLANDSON
player, 128 posts
Sun 10 Oct 2010
at 13:04
  • msg #50

Re: DH: Rules Discussion

The Digger:
Castleman
I am pretty certain that where an advanced skill (e.g. speak High Gothic or Literacy)is 'treated as a basic skill' then it follows the normal rule i.e. even if you are not trained in the skill you can use it at half attribute.

Otherwise it would be counted as an advanced skill and could not be used at all UNLESS you were trained in it.

(It means Trooper 7 can mutter a few words in High Gothic and probably just about write his name having a mega Int of 25!)


That is exactly correct.
Castleman
player, 21 posts
Sun 10 Oct 2010
at 13:17
  • msg #51

Re: DH: Rules Discussion

Good, that's how I'm playing it.
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