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40k: Rules Discussion.

Posted by Furry TeddyFor group 0
Kilgs
player, 75 posts
Sun 10 Oct 2010
at 19:31
  • msg #52

Re: DH: Rules Discussion

Don't forget also that a skill is only used at, truly, half-characteristic when it is a Challenging Task. Easy (+30), Routine (+20) and Ordinary (+10) tasks are far more common.

So someone with Basic High Gothic likely has a decent familiarity with the language. They can converse slowly, haltingly in simple conversations. They can likely puzzle out the gist of someone speaking to them. They are unlikely to be able to understand a complicated discussion with multiple speakers, discourse on complicated topics etc.

In another game (non-40K), someone used the base chance of success to understand the words by numbers. So, for example, the individual had a 40% chance to understand the language, they would know what 4 of 10 words meant. Gave them the ability to get the gist of it or, if it was complicated with sarcasm or embellishment, they could get it very wrong.

There's some great opportunity in there for gaming/RP. A speech given by a court interpreter was enlightening in this regard. He was pointing out that different languages were structured differently and how important it was to allow an interpreter to finish the entire translation before interrupting...

EXAMPLE:
"Sir, I recommend the execution of two years imprisonment forthwith (immediately)."

Now, imagine the poor translator who gets cut off after he gets to "Sir I recommend the execution..."

Lots of range in there for misunderstandings and interesting interactions.
Presteros
player, 12 posts
Sun 10 Oct 2010
at 20:26
  • msg #53

Re: DH: Rules Discussion

Exactly. The purely technical rules term is that it functions just as a halved characteristic skill, basic.
But like Kilgs, I'd say that in a non-stressful situation, where there's no huge requirements for accuracy, they could be counted as knowing the basics of the language.
A few words and writing your name is way below that mark.

I mean, considering the setting, I'd say almost anyone (Imperial world or no) can mutter a few words in High Gothic. Like the first line of the Emperor's Prayer, for instance. While a whole lot less of them would treat it as a Basic Skill.
This message was last edited by the player at 20:28, Sun 10 Oct 2010.
Castleman
player, 22 posts
Sun 10 Oct 2010
at 20:28
  • msg #54

Re: DH: Rules Discussion

Thank you, but I'm savvy now. I just wanted to know what percentage was needed on the odd occasion it was called for, as the majority of the time I'll be leaving it down to the players to RP the slow uptake on the lingo.
M4G1
player, 7 posts
Thu 21 Oct 2010
at 02:28
  • msg #55

Re: DH: Rules Discussion

A n00b question from me: how does "overcharging" work?

certain weapons in the INquisitor's Handbook mention that this, or that happens if you "overcharge" them.  A Deathlight lasgun, for example, gains the overheating property if this is done.  From the name and context I assume it involves firing fewer, harder hitting shots from an energy weapon, possibly at some increased risk of malfunction, but I can't find the term in the weapons sections of either the main book or that one.

Thanks, as always.
Kilgs
player, 82 posts
Thu 21 Oct 2010
at 03:20
  • msg #56

Re: DH: Rules Discussion

There's two possibilities...

A) OVERCHARGE PACK (p142 DH Core)
This is a weapon modification that adds +1 damage but halves clip size.

B) HOTSHOTS (Rogue Trader p136)
The classic sniper las-clip where each clip has one shot in it. Add +1 to damage, roll two d10 and choose highest, Penetration of 4.
This message was last edited by the player at 03:23, Thu 21 Oct 2010.
M4G1
player, 8 posts
Thu 21 Oct 2010
at 03:50
  • msg #57

Re: DH: Rules Discussion

The first one probably.  I should have thought to look under Weapon Upgrades, really.  I somehow had it in mind that it was something you could turn on and of on the fly from the way it was talked about.

Thanks so much.
Kilgs
player, 83 posts
Thu 21 Oct 2010
at 04:32
  • msg #58

Re: DH: Rules Discussion

M4G1:
The first one probably.  I should have thought to look under Weapon Upgrades, really.  I somehow had it in mind that it was something you could turn on and of on the fly from the way it was talked about.

Thanks so much.


In the fluff (Black Library novels) it is. A good half of las-guns, depending on their origin, have a variable gauge for the strength of the shot. In the often-quoted 'Gaunts Ghosts' novels, it is discussed numerous times because the main character always tells his troopers to dial it down to conserve ammunition when faced with foes that are unarmored and such.
M4G1
player, 9 posts
Thu 21 Oct 2010
at 04:57
  • msg #59

Re: DH: Rules Discussion

Meh.  Its not as if the +1 damage makes a terrible difference anyway.
Castleman
player, 31 posts
Sun 24 Oct 2010
at 17:05
  • msg #60

Re: DH: Rules Discussion

How does the weight for an Extra Grip work? x1/3 of what? And is that the new weight of the weapon or additional to the weapon's weight?
MILLANDSON
player, 129 posts
Sun 24 Oct 2010
at 20:17
  • msg #61

Re: DH: Rules Discussion

You add a third of the original weight of the weapon to the weapon, so that it is 1.3333x the weight it originally was.
flakk
GM, 632 posts
"The dude abides..."
Tue 15 Mar 2011
at 16:43
  • msg #62

Stunning

Two questions that recently arose in my game-

1)Does crushing blow add to stun?  You roll d10+SB vs. d10+TB but does crushing blow give you +2 on your SB check?  It is not damage per say...but it does make sense (and makes the talent even more sick than it is now IMHO).

2)"Another question arrises about the pen of weapons. If you use a pen 2 weapon to stun someone does it's pen reduce the armour on the head that is added to the roll? Not that it matter with Heron mask as he only has a mask on, but it could be vastly important against guys in flak armour we may want to tak alive in the future,"


I would say no and maybe yes (you are using the blunt end of your weapon to try and stun someone right?), but that's just my 2 gelt worth.
Many thanks for your insight in advance=:)
Castleman
player, 68 posts
Thu 14 Apr 2011
at 18:43
  • msg #63

Re: Stunning

Is there a rule regarding traumas, disorders, malignancies, etc along the lines of "old habits" or something like that, where if you get another trauma, et al after getting rid of one in the past it's likely to be the one you had before?

If so, where in the book is it?
Baron
player, 1 post
Thu 14 Apr 2011
at 19:31
  • msg #64

Re: Stunning

Castleman:
Is there a rule regarding traumas, disorders, malignancies, etc along the lines of "old habits" or something like that, where if you get another trauma, et al after getting rid of one in the past it's likely to be the one you had before?

If so, where in the book is it?


Yup. Two sources:

Ascension under "A Mind Repurposed" along with the one regarding Corruption Points/mutations. In both of those they talk about how, as the Throne Agent gains more Corruption/Insanity Points, they begin to fall into "familiar patterns" and the old insanities/malignancies/mutations they had begin to resurface.

Inquisitor's Handbook under the Mind-Cleansed character creation there's a large section about how the old personality is merely overwritten and never truly erased. Thus the person still has fragment of who they once were resting within them.

Hope that helps Castle and I'll be looking forwards to hearing back from you ;).
crownblade
player, 41 posts
Fri 13 May 2011
at 21:34
  • msg #65

Re: Stunning

Are there any penalties when firing a hvy flamer without bracing?
Castleman
player, 72 posts
Fri 13 May 2011
at 21:44
  • msg #66

Re: Stunning

No. After I've read through properly, you don't roll to hit, can't penalise a non-existent roll.
This message was last edited by the player at 21:47, Fri 13 May 2011.
Arbentur
player, 53 posts
Fri 13 May 2011
at 23:55
  • msg #67

Re: Stunning

True you can't penalize a roll that doesn't exist on the attackers end but you can grant a bonus to the individuals that are in the path of said flames due to the fact that their attacker is not positioned properly to cover them in righteous burning promethium in the proper manner...

Or so I would believe if I were running the game.
Brimflame69
player, 66 posts
Sat 14 May 2011
at 04:22
  • msg #68

Re: Stunning

I agree with arbentur, I would apply the to hit penalty as a bonus to the enemies dodge test. Makes getting cleans and purify all that more necessary.
Gwenlynn
player, 219 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 14 May 2011
at 08:08
  • msg #69

Re: Stunning

Makes a sensible rule arbentur. Or alternatively, without bracing you could require a BS roll.

What do you guys think of having people make a bs roll if they try to avoid hitting a friend or innocents standing near the target you are aiming at?
Banjo
player, 181 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sat 14 May 2011
at 09:20
  • msg #70

Re: Stunning

I would just allow the heavy flamer to be fired without bracing no penalties at all, it's designated a heavy weapon because it is bigger than a normal flamer, but it still works the same way and is meant to be used on the move.
bme500
player, 15 posts
Sat 14 May 2011
at 09:57
  • msg #71

Re: Stunning

I always interpreted it as giving bonuses to the enemies dodge test.  Stops people going on a mad rush shooting gouts of flame everywhere.  Obviously if the enemy can't physically dodge the flame (hiding in a narrow corridor or small enough room) they are hit automatically and cannot dodge.  This makes flamers great for their intended use.
Brimflame69
player, 71 posts
Fri 20 May 2011
at 03:00
  • msg #72

Re: Stunning

It's actually in the errata for DH. if you fire a heavy flamer without bracing it, the enemy gets +30 to their agility test.

http://www.fantasyflightgames....resy-errata-v3.0.pdf
Arbentur
player, 54 posts
Fri 20 May 2011
at 03:02
  • msg #73

Re: Stunning

In reply to Brimflame69 (msg #72):

Knew I remembered that from somewhere other than the vast recesses of useless knowledge realm.  Thanks Brim :)
flakk
GM, 648 posts
"The dude abides..."
Sun 22 May 2011
at 21:40
  • msg #74

Boats and other watercraft

Are there any rules on boats?  If not, what would a reasonable movement rate be for a small craft?
Brimflame69
player, 73 posts
Sun 22 May 2011
at 21:56
  • msg #75

Re: Boats and other watercraft

I don't believe that they have boats, I would use the rules for a skimmer, that would be your best bet.
Lord Dubu
player, 56 posts
Mon 23 May 2011
at 03:10
  • msg #76

Re: Boats and other watercraft

In reply to Brimflame69 (msg #75):

I think a turn is 3-5 seconds in structured time. So figure out how many meters your boat would go in 5 seconds.
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