Thursday, December 19, 2013

Fate Points

     For the purposes of this post it is essential the reader understand a brief change proposed to the awarding of XP- rather than award 400-500 XP per session, the GM awards 3, 4, or 5 XP, with 1-3 bonus XP being awarded for particularly noteworthy/exceptional role playing. As a general rule, PCs are awarded 1 XP per hour of gaming.

     PCs start with 3d10+15 Fate Points. Fate Points may be spent in the following ways:

  • Surprise- When called upon to make a Surprise Check, but before rolling the die, the Player may choose to spend d5+1 Fate Points to count as having rolled a 1 on his/her Surprise Check.
  • Initiative- When called upon to roll for Initiative, but before rolling the die, the Player may choose to spend 1d5+1 Fate Points to count as having rolled a 10 Initiative.
  • Mitigate Damage- When hit by an attack, the Player may choose to spend 1d5+1 Fate Points reducing the Damage of the attack by an amount equal to the Fate Points spent- the Player may mitigate the Damage of any single attack only once.
  • Re-roll Failed Test- The Player may re-roll one (1) failed Test per Turn, spending 1d5+1 Fate Points to do so- only one (1) re-roll per Test is allowed, and the result(s) of any re-roll is final.
  • Recover from Dazed/Stunned- The Player may, at the beginning of his/her Turn, spend 1d5+1 Fate Points to immediately recover from the effects of Dazed and/or Stunned.
  • Ignore Fatigue- The Player may, at the beginning of his/her Turn, spend 1d5+1 Fate Points to ignore the effects of Fatigue for a number of Rounds equal to the PC's WPB. 
  • Recover from Failed Fear Test- The Player may, at the beginning of his/her Turn, spend 1d5+1 Fate Points to immediately recover from the Behavioral Reaction (see Confront, Cower, and Flee) of a failed Fear Test- Moral Corruption that results from a failed Fear Test cannot be mitigated by this use of Fate Points and are gained as normal.
     PCs recover Fate Points when the GM awards XP. Generally, the GM will award XP at the end of a gaming session- the PC recovers one (1) Fate Point per one (1) XP awarded. This recovery of Fate Points does not include XP awarded for noteworthy/exceptional role playing.

   This blog is in no way endorsed by Games Workshop Ltd or Fantasy Flight Publishing Inc- all content is not-for-profit.

Saturday, November 30, 2013

Weapon/Armour Condition & Craftsmanship, and Weapon Special Qualities- v3.5

     This installment of 'Weapon/Armour Condition & Craftsmanship, and Weapon Special Qualities' will be an ongoing work, and is for use with the post titled 'A Lethal Proposal for Injuries' (henceforth referred to as 'Dark Heresy: My Edition').
     For GMs who wish to incorporate Condition for gear/equipment items (such as an Auspex, a Portable Cogitator, a Multi-Tool, and etc) 4+ DoF while using said item of gear/equipment reduces its Condition by -1. The Condition of such items imposing/bestowing any additional drawbacks/benefits beyond their descriptions is left entirely to GM discretion (at least until a full rewrite).
     Note: Weapon and Armour (and item) Condition is not intended for use with Cover and Vehicle DV.

Weapon and Armour Condition

     Melee Weapon, Ranged Weapon, and Armour Condition is based upon Craftsmanship. There are seven Tiers of Craftsmanship: Tier Α/Ω- Legacy/Relic, Tier 1- Artificer (or "Master Crafted"), Tier 2- Best, Tier 3- Good, Tier 4- Common, Tier 5- Poor, and Tier 6- Useless.
     When a weapon or piece of armour is required to make a Condition Check, the Player rolls 1d10- if the result of the die roll is =/> the item's Craftsmanship Tier number the item's Condition remains unchanged, and if the result of the die roll is < the item's Craftsmanship Tier number the item's Condition has deteriorated.
     Tier Α/Ω sets the bar by which all other Tiers are measured- these items represent the paragons of their type and must be subjected to truly epic circumstances in order to suffer Condition deterioration. At the other end of the spectrum, Tier 6 (Useless) items may be repaired to their original Condition, dependent upon the ability (Trade Skill) of the craftsman.

Making Condition Checks

     Melee/Ranged Weapons- When a CC or RC Test results in a Jam/Overheat (96+ in the case of Melee weapons, including Tests made to Parry)- also see Special Weapons Quality: Reliable- the Player must make a Condition Check (see above for details). Also, when a weapon without Special Weapon Quality: Power parries or is parried by a weapon with the Special Weapon Quality: Destructive and/or Power there is a flat 75% chance the weapon's Condition is automatically reduced, otherwise making a Condition Check as normal.

     Armour- When a PC is hit by any weapon that causes Righteous Fury, or by a weapon with the Special Weapon Quality: Destructive and/or Power, the Player must make a Condition Check. However, if the DV of the armour is listed as having a +X value and is hit by a weapon with the Special Weapon Quality: Destructive and/or Power there is a flat 75% chance the armour's Condition is automatically reduced, otherwise making a Condition Check as normal.

Repairing Condition Deterioration

      To repair Condition Deterioration of items requires the use of an appropriate Trade Skill (typically Trade: Armourer or Technomat). The Skill Test is Challenging (+/-0), further modified as follows:

     Subtract the item's original Craftsmanship Tier Rating from it's current Tier Rating, and multiply the remainder by ten, with the result being a penalty to the Trade Skill Test- ex: a Best Craftsmanship (Tier 2) Autogun is currently Useless (Tier 6), so 6-2 = 4x10 = -40.

     Trade Skill Tests may be Assisted, and may also be further modified by the availability of proper repair facilities and/or tools at the GM's discretion. 
     The time required to affect repairs is a number of days equal to the difference between the item's original Tier and its current Tier (in the ex above: 6-2 = 4 days). Note that PCs without the appropriate Trade Skills may find it easier (if not faster) to acquire a replacement item rather than having a Useless item repaired.

     PCs may, if they choose, have items repaired to a barely-functioning Condition (Tier 5) in the interest of desperate need.      

Drawbacks/Benefits of Craftsmanship/Condition

       Tier Α/Ω (Legacy and/or Relic)- These weapons and armours possess unique attributes (often both positive and negative). These items do not conform to many of the "standard" drawbacks/benefit of Craftsmanship- any drawbacks/benefits of any individual weapon/armour are assigned specifically by the GM, with the one exception being that all Tier Α/Ω items are completely immune to the Destructive and Power Special Weapon Qualities 
     Note: GMs wishing to incorporate Tier Α/Ω weapons and armours into their games can draw inspiration from Armour History as published in the Deathwatch Core Rules and its supplements and/or Black Crusade's 'Tome Of Blood' while using the Craftsmanship rules detailed below.
     Tier Α/Ω items cannot be acquired through the use of Influence alone- they must be gained through role play (whether as loan or "gift", treasure, or the spoils of victory). 

     Tier 1 (Artificer or "Master Crafted")- These items are as much works of art as they are implements of war. They are adorned with etched images, litanies, prayer/purity seals, and/or precious gems/materials, and have been calibrated to function with the highest possible degree of consistency- Tier 1 weapons possess the Weapon Special Quality: Reliable, provide a +10 to CC/RC Tests, and increase their base Damage by +2, while Tier 1 armours reduce their Wt by one-half (rounded up), and increase their base DV by +2 (excluding DV values listed as being +X).
     All Tier 1 items are +5 Rarity.

     Tier 2 (Best)- These items have been manufactured to a extremely high standard and are usually intended as "gifts" (awards or testimonials) given to significant individuals- Tier 2 weapons possess the Weapon Special Quality: Reliable, provide a +5 to CC/RC Tests, and increase their base Damage by +1, while Tier 2 armours reduce their Wt by one-quarter (rounded up), and increase their base DV by +1 (excluding DV values listed as being +X).
     All Tier 2 items are +4 Rarity.

     Tier 3 (Good)- These items have been manufactured using superior designs and materials, but are still "mass produced", though predominantly in Mechanicus-contracted fanes.  Tier 3 weapons provide a +5 to CC/RC Tests, while Tier 3 armours reduce their Wt by ten percent (rounded up).
     All Tier 3 items are +2 Rarity.

     Tier 4 (Common)- These items have been manufactured using standard designs and materials, and are produced in (relatively) great quantities. Tier 4 items are +/-0, with no CC/RC bonuses or penalties associated with their use.
     All Tier 4 items are +/-0 Rarity.

     Tier 5 (Poor)- These items have been manufactured using inferior designs and materials, and are either mass produced by "charlatan" manufacturers or are "one-off" replicas of superior items. Use of Tier 5 weapons results in -5 to CC/RC Tests and -1 to their base Damage, while Tier 5 Medium and Heavy armours are twenty-five percent heavier (rounded up) and increase their base DV by +1 (excluding DV values listed as being +X).
     All Tier 5 items are +/-0 Rarity.

     Tier 6 (Useless)- These items are Useless, either as a result of declining Condition or poor maintenance, and they require appropriate Trade Skills to return to functionality. Useless items cannot be made to work or used in any effective way until repaired to at least Tier 5.
     Should it become important, all Tier 6 items are +/-0 Rarity.                  

Weapon Special Qualities


     Note: Although they have no affect on their Condition, Weapon Special Qualities will otherwise affect Cover and Vehicle DV exactly as if it were Personal DV.

     Accurate- When this weapon is used to make a Pin-Point Attack (aka a "called shot") that immediately follows 1 or more Aim Actions the PC receives an additional +10 to his/her RC Test and the weapon's Penetration value increases +1 per 2 DoS on the to-hit roll- the Penetration value of Accurate weapons may be increased by a maximum value equal to the shooter's PerB. Additionally, Accurate weapons increase their base Damage by +X on any successful hit, where X equals the shooter's PerB.

     Alien/Xenos Manufacture- Weapons with this Quality are constructed with a completely "alien" perspective. The function of these weapons may be (relatively) obvious to a Human, but the subtleties of their operation are unlikely to be intuitive. By way of example, Tau physiology is similar to that of Humans, but the specific differences in the bone structure and number of digits of a Tau's hand make the use of their weapons "fiddly" and awkward. By way of comparison, Dark Eldar weaponry is of sleek and slight manufacture, the materials used in the construction lightweight, and Humans are likely to misjudge the weight and potential recoil (or lack thereof) of such weapons. Additionally, Dark Eldar weapons are adorned will all manner of seemingly superfluous hooks, razor-sharp edges, and barbs, making it difficult to maintain a grip without uncomfortable (ofttimes painful) distractions.
     PCs attempting to use a weapon of Xenos Manufacture without the proper "training" suffer a -30 to Close Combat or Ranged Combat Tests (as appropriate). PCs "trained" in the use of Xenos Manufactured weapons suffer a -10 to Close Combat and Ranged Combat Tests.
     Unless the GM determines otherwise, all items of Xenos Manufacture are treated as being of Common Craftsmanship when used by anyone other than their intended (read as racial) user(s) for the purposes of determining their Wt, and CC/RC Test, Damage, and DV modifiers- an alien item retains its alien psychological stigma, regardless of its Craftsmanship.
     At the GM's discretion, weapons of Xenos Manufacture may be "Tinkered" (see further)to make them more accommodating for Human use- alterations require the Forbidden Lore: Xenos Skill (no Test needed) and a successful Very Hard (-30) Trade: Armourer Test. If the Test is successful, the inherent -10 penalty associated with the use of a Xenos Manufactured weapons is negated, but only when used by the person for which the weapon was altered. If the Test is failed (by any number of degrees) the inherent -10 penalty remains, the weapons gains the Special Weapon Quality: Unreliable or Unwieldy (as appropriate), and its Craftsmanship is reduced -1 per DoF (which may make the weapon more difficult to use effectively, or even render it Useless). Repairing Condition Deterioration of Xenos Manufacture items incurs an additional -30 to Trade Skill Tests.
     Some weapon Modifications and Upgrades that are of Xenos Manufacture may or may not function properly for Humans (such as Sights/Targeters)- this is left entirely to the GM's discretion. Any item of Xenos Manufacture that does not function properly for Humans still retains its value as a Cold Trade device- when dealing with through appropriate (read as illegal) channels, a Cold Trade device may be traded for a one-time +20 bonus to any single-item Acquisition Test, though this may result in -2 Subtlety (GM's discretion).
     Note: The (orthodox) Adeptus Mechanicus consider "Tinkering" of Xenos Manufacture items to be of use to Humans as a vile tech-heresy, punishable by Servitorization or Death.
     This Quality includes all items of Xenos Manufacture (weapons, gear, etc) whether the nature of their provenance is understood or not, and should not be confused with the Counterfeit Xenos Weapon Upgrade (Rogue Trader supplement 'Hostile Acquisitions', pg. 56). Counterfeit Xenos weapons appear "exotic" but lack a truly alien perspective in their construction, and their use/operation is easily intuited.
      
        Archaic- The technologies used to manufacture Archaic items is little understood or the knowledge is long lost to the ages- when making a Trade Skill Test to repair Condition Deterioration, the Archaic nature of the item imposes an additional -10 penalty.

     Balanced- Weapons with this Quality provide a +10 bonus to Parry Tests. This bonus may only be used once per Round, even if the PC is wielding multiple weapons that possess this Quality. Note: For further clarification, PCs may use the Balanced and Defensive bonuses once each in any given Round (see Special Weapon Quality: Defensive, further).

     Blast (X)- Weapons with this Quality may either be targeted to hit a specific opponent- a Challenging (+/-0) RC Test, modified as normal- or targeted to land "in the open" where its AoE will have a greater effect- a Hard (-20) Ag Test, further modified as normal.
     When calculating Damage caused by a weapon with this Quality, anyone within (X)- the Blast radius meters- is hit. Roll Damage once and apply the total to each target affected by the Blast.
     Some few Blast weapons may also possess the Special Weapon Quality: Expanding- shrapnel fragments buzz and sting at exposed flesh like angry hornets. Each 2 DoS results in an additional +1 to (X) meters and an additional +2 Damage.
     Note: Special Weapon Quality: Expanding stacks with the effects of Modify Payload (Talent).

     Concussive (X)- Concussive weapons create a deafening shock wave when they hit.
     Targets hit by a Concussive weapon must make a Toughness Test with a penalty equal to 5x the weapon's Rating. Targets with Sonar Sense (Trait) or Heightened Senses (Hearing) suffer an additional -10 penalty (unless wearing fully-enclosed armour with Auto-Sense Filters, such as Power/Terminator Armour). Light Armour provides no protection from the shock wave, Medium Armour bestows a +10 bonus to the Toughness Test, Heavy Armour +20, Astartes Power Armour +30 and +40 if wearing Terminator Armour.
     A failed Toughness Test results in the target being Stunned for a number of Turns equal to their DoF on the Toughness Test, even if the target does not sustain an Injury. Additionally, if the target does sustain an Injury, any Dazed result is instead treated as Stunned.
     The effects of Special Weapon Quality: Concussive stacks with Damage Type [I].
     Some Concussive weapons (such as Thunder Hammers) also possess the Special Weapon Quality: Destructive and/or Power.
     Note: As a general guide, "Civilian" Concussive weapons (such as Shock Mauls) will posses a Rating of 1-4 (as determined by the GM), while Astartes/Legion Concussive weapons (such as Thunder Hammers) will possess a Rating of 2-5.  

     Corrosive (X)- Corrosive weapons utilize extremely caustic and reactive chemicals (and can include acidic spittle, fiendishly tainted blood or bile, and etc) or incorporate esoteric and/or manufactured compounds that are anathema to organics and minerals. Corrosives need not be liquid, and may also take the form of powders, gasses, or granular crystals.
     The Rating of Corrosive weapons (1-5) determines the number of d5 rolled +X to determine the total reduction to DV/Damage inflicted and its [T]oxic Rating (see Special Weapon Quality: Toxic)- ex: Evan is hit by a Corrosive (3) weapon; the GM rolls 3d5+3.
     When a target is hit by a Corrosive weapon any Augmetic, Cover, Natural, Personal and/or Vehicle DV are first permanently reduced by the weapon's Rating. Naturally, the outer-most layer of Armour will be affected first, and quite possibly will continue through successive layers until reaching the target's skin/hide. A PC may shed his/her (Location) Armour prior to taking Damage by spending his/her entire Turn and succeeding on a Routine (+20) Ag Test.
     Due to the very nature of Corrosive weapons they never possess a Penetration value.
     Almost all Corrosive weapons also possess the Special Weapon Quality: Spray and Toxic- there are few exceptions- and it is therefor recommended Corrosive weapons (and attacks) be extremely rare.
     Note- Repairing Corroded DV:    

     Crippling-

     Defensive-
       
     Destructive (X)- On a failed Condition Check, this weapon reduces the [Damage Type] DV of Armour by (X) per hit, or weapon/item Condition by (X) per hit. Example Destructive weapons are Melta/Plasma weapons, Power Fists, and Thunder Hammers. This Quality will have a Rating of 1-5.

     Devastating-

     Felling- [+X to Injury Category, where X = the target's DoF on its Resist Injury Test]

     Knock Down- A target that is hit by this weapon at Point Blank or Short Range, even if no Injury is sustained, must make a Challenging (+/-0) Toughness Test or be knocked to the Prone Stance.

     Scatter- Weapons with this Quality are +3 Damage at Point Blank Range, +1 at Short Range, +/-0 at Effective Range, -1 at Medium Range, -2 at Long Range, and -4 at Extreme Range. 

    This blog is in no way endorsed by Games Workshop Ltd or Fantasy Flight Publishing Inc- all content is not-for-profit. 

Friday, November 8, 2013

Surprise, Rounds, & Turns (11/9/13)

     Step 1- Determine Surprise
     If the GM rules that Surprise might play a factor in the opening stages of a Combat Encounter, each affected participant must make a Surprise Check (note the alternate terminology- this is not considered a Test). To make a Surprise Check, affected participants each roll 1d10- if the result of the die roll is =/< the participant's Awareness Bonus (AwarB) he/she is not Surprised. If the result is > the PC's AwarB he/she is Surprised.
     When a PC is Surprised, he/she reduces the number of AP that can be used during his/her first Turn as follows:

  1. The PC rolls AP Dice as normal.
  2. The PC subtracts his/her AwarB from the Surprise Check result.
  3. The remainder is the number by which the PC's AP is reduced in his/her first Turn (to a minimum of 0 AP).
     Ex: Evan has an AgB3 and AwarB4. Unaware that three Thugs are hiding at the top of the enclosed stairwell he is ascending, the GM determines Evan must make a Surprise Check when one of the Thugs tosses a Frag Grenade down the stairs. Evan's Player rolls 3d10 for AP, resulting in 4, 7, and 8- each result of 5+ indicating +1 AP that Evan can use during his Turn- and adds +1 (standard), for a total of 3 AP. Evan's Player then rolls d10 for a Surprise Check, with a result of 6. Subtracting Evan's AwarB4 from 6 we see Evan reduces the number of AP he may use in his first Turn -2; when it is Evan's Turn he will have 1 AP.
    
     Regardless of bonuses, a Surprise Check result of 10 means the PC is automatically Surprised (minimum of -1 AP).
   
     It is entirely possible the GM may rule that an Action or event may trigger a Surprise Check during a Combat Encounter, such as the activation of a secret device or completion of a summoning ritual- if this is the case, determine Surprise as detailed above and apply the results to the Round immediately following the trigger Action/event.

     Paranoid
     Individuals with the Paranoid Trait add +1 to their AwarB when making a Surprise Check.

     Auspex/Motion Detector
     Anyone actively using an Auspex (range 50m) or a Motion Detector (range 35m) adds +1 to their AwarB when making a Surprise Check.

     Stealth, Screamers, and Stummers
     Successful Stealth Tests, Sneak Attacks, sniping, and any other Action which might occur while an opponent/target is Unaware will trigger a Surprise Check. It is important to note that the trigger Action actually occurs prior to the beginning of the Combat Encounter- this means an Unaware opponent/target may very well suffer the effects of the trigger Action and lose AP in his/her first Turn of the Combat Encounter due to Surprise. It is then worth noting the usefulness of "specialist" gear: Chameleoline Cloaks, Syn-Skin, Prey-sense Goggles, and etc.

     Screamers (10m sound/motion detection radius) are motion/noise sensitive alarms that are used to warn of danger encroaching through a specific area/perimeter by emitting a high-pitched, ear-piercing feedback squeal, and may be de/activated through the use of a linked remote that has a range of 1 km (included in Acquisition).
     Screamers work best when positioned relatively far away from their users- Screamers that are triggered within 30m of a user are of no benefit, while Screamers that are activated beyond that range result in a +1 AwarB when making Surprise Checks. The bonuses from Screamers and Auspex/Motion Detectors cannot be combined.
     If an individual is Unaware of a Screamer's presence when it is triggered (or if an individual triggers a Screamer), he/she must make a Surprise Check at -1 to his/her AwarB. If an individual is aware of a Screamer's presence (having set it, or via Auspex detection of energy emissions) "sneaking up" on an active Screamer imposes a -20 to Stealth Tests. Attempts to disable a Screamer without activating it impose a -20 penalty to Security Tests.
     Screamer remotes can be used to initiate Screamer tests, and thus cause a distraction (and perhaps Surprise).

     Stummers emit sub-sonic pulses, almost completely negating sound within 1m of them (+30 to Stealth Tests made to move silently). However, they are virtually useless against Screamers- unless the user of a Stummer is aware of a Screamer's presence he/she is likely to set it off via motion...and not hear its squealing alarm. While they can be useful, the usefulness of Stummers is situational at best (crawling through folded metal air ducts, walking across gravel, opening a rusty-hinged door, etc).

     Step 2- Determine Initiative

     Each participant in a Combat Encounter must determine his/her Initiative, the order in which they take their Turns during each Round- the Player rolls d10, adding the PC's AgB and any other bonuses/penalties derived from certain (few) Talents/Traits, Weapon Special Qualities, and etc, with the total result indicating the PC's Initiative "step" during each Round of the Combat Encounter.
     Each participant then takes his/her Turn, starting with the highest Initiative and "stepping down" to the next highest until all participants have taken their Turns, and starting the process again in the following Round.
     A Round is roughly equivalent to 5 seconds, while a Turn is a mere fraction of that time.

     Turns

  1. At the beginning of his/her Turn the Player rolls AP Dice, calculating the number of AP the PC may use during his/her Turn.
  2. The PC spends AP to take various Actions. When all AP have been spent the PC's Turn ends.

   This blog is in no way endorsed by Games Workshop Ltd or Fantasy Flight Publishing Inc- all content is not-for-profit.

Tuesday, November 5, 2013

Moral and Physical Corruption, Disorders, Malignancies, and Mutations (11/5/13)

     I've always felt Insanity and Corruption should have more immediate consequences, both in terms of the degradation of the mind and body as well as the Inquisitor's tolerance (or lack thereof). As I've considered this, it occurred to me that Player's should have some measure of choice as to how their PCs suffer from Insanity and Corruption, and this would determine the immediacy.
     Due to the way Corruption mechanics are tracked on the Character Sheet, it is important to note that "Insanity" is now referred to as Moral Corruption.

     Moral Corruption causes the deterioration of the mind- the capacity for reason and critical thinking, the ability to recognize fantasy from reality, the mental fortitude that resists exterior manipulation, the balance between id and ego (personality), even a PC's reputation can suffer from its deleterious effects. Gaining too much Moral Corruption results in a PC developing Disorders (mental Malignancies).
     When a PC gains Moral Corruption the Player may choose to which Characteristic(s) it is assigned from those affected by Moral Corruption- Intelligence, Perception, Willpower, Fellowship, and Influence.

     Obviously then, Physical Corruption causes the deterioration of the body- the PC's physical ability and health begin to degenerate. Gaining too much Physical Corruption results in the PC developing Malignancies.
     When a PC gains Physical Corruption the Player may choose to which Characteristic(s) it is assigned from those affected by Physical Corruption- Close Combat, Ranged Combat, Strength, Toughness, and Agility.

     A PC that develops too many Disorders and/or Malignancies risks Mutation.

     GAINING CORRUPTION

     A PC gains Corruption when he/she succumbs to Fear, sustains Injuries caused by Warp Weapons, is exposed to Psychic Phenomena/Perils of the Warp or when he/she Pushes a Focus Power Test, when manifesting or affected by the effects Psychic Powers, and/or when acting/behaving* in a manner that is contrary to the teachings of the Cult Imperialis and/or Lex Imperialis.

     Fear

     Fear is the instant awakening of primal self-preservation instincts within the PC. Particularly frightening situations (such as witnessing a gruesome murder scene) have a Fear Rating from 0 to 4- the PC must make a Willpower Test with a modifier based on the Fear Rating, with failure resulting in Corruption gain:

  • Fear 0: +/-0 WP Tests, failure results in +1 Moral Corruption
  • Fear 1: -10 WP Tests, failure results in +2 Moral Corruption
  • Fear 2: -20 WP Tests, failure results in +3 Moral Corruption
  • Fear 3: -30 WP Tests, failure results in +4 Moral Corruption
  • Fear 4: -40 WP Tests, failure results in +5 Moral Corruption
     The Stuff of Nightmares

     Creatures possessing the Daemonic, Stuff of Nightmares, and/or Warp Instability Traits also cause Fear as above). However, if the PC fails his/her Fear (Willpower) Test versus these creatures (and others the GM deems appropriate), the Player may choose to assign this Corruption gain as Moral and/or Physical.
     Creatures with these Traits also possess an Aura of Daemonic Presence- all Willpower Tests (made by PCs) within the creature's WP in meters suffer an additional -10 penalty.

     Perils of the Warp

     The power of the Warp is corrupting, and Psychic Powers used with "good" intentions are no exception- on a successful Focus Power Test that is not Pushed, or when affected by a Psychic Power of any power level, the PC gains +1 Corruption if the result of the Focus Power Test die ends with 9 (ex: successful Focus Power Test result 09, 19, 29, and so on). Note the Psyker gains only +1 Corruption if the Psychic Power has a Range of Self.
     The Inquisition is well known for "burning out" Psykers.

     To represent the dangers of drawing to heavily upon the energies of the Aethyreal Realm, when a Psyker Pushes a Focus Power Test and fails the Warp energies momentarily engulf him/her with corposant and he/she gains a number of Corruption equal to his/her DoF on the Focus Power Test, plus the level of Push (+1, +2, or +3 for Human Psykers), minus his/her WPB, to a minimum of +1 Corruption- this is in addition to any Corruption gain that may result from exposure to Psychic Phenomena/Perils of the Warp.
     If a Pushed Focus Power Test is successful (and does not trigger Psychic Phenomena or Perils of the Warp) the Psyker gains only +1 Corruption if the result of the Focus Power Test die ends with 9 (as above).

     When any PC is exposed to Psychic Phenomena he/she suffers a number of Corruption equal to the result rolled on the Psychic Phenomenon Table (+1 to +10) minus his/her WPB, to a minimum of +1 Corruption. Additionally, when any PC is exposed to Perils of the Warp he/she suffers a number of Corruption equal to 10 (the result of the Psychic Phenomenon table roll) plus the result rolled on the Perils of the Warp Table (an additional +1 to +10), minus his/her WPB. Should the GM need to randomly determine the Corruption gain from a "plot device" Warp rift (such as arriving on scene with a Warp rift already in progress) he/she may roll d10+10.
     Ignore any Corruption gains that would be caused by Fear as a result of exposure to Psychic Phenomena and/or Perils of the Warp.

      Players may choose to assign any of these Corruption gains as Moral and/or Physical.

     Warp Weapons

     Warp weapons are particularly corrupting- when a PC sustains an Injury caused by a creature possessing the Warp Weapons Trait, or when sustaining an Injury caused by a weapon with the [W] Damage Type, the PC gains a number of Physical Corruption equal to the Injury's Category (+1 to +5) in addition to other effects of the Injury.
     Note the Warp Weapons Trait and weapons with the [W] Damage Type ignore normal (non-warded) Armour.

     The God-Emperor's Wrath (Optional)

     There will be moments when an Acolyte comes face-to-face with a difficult decision or will make a terrible choice- a PC that knowingly and willingly performs an act/action or makes a decision that results in an act/action that goes against the teachings of the Cult Imperialis and/or the Lex Imperialis may gain +1 to +5 Corruption.
     The God-Emperor's Wrath is intended as a catch-all, to be used in instances where the GM believes there is merit for Corruption gain but there otherwise are no rules or guidelines- a PC may or may not gain +1 Corruption for ordering the death of several innocent incidental witnesses (regardless the axiom "Innocence Proves Nothing"), while a +5 Corruption gain should be limited to particularly vile, callous, and heinous actions and/or decisions. 
     Whether this Corruption gain is Moral and/or Physical is left to the GM's discretion.

     TRACKING CORRUPTION AND ITS EFFECTS

     Corruption results in Permanent Characteristic Damage, or [PCD].
     Each Characteristic will have a series of three (3) Corruption Track boxes- when a PC suffers Moral and/or Physical Corruption, the Player chooses to which Characteristic(s) they are assigned (ex: a PC suffers +3 Moral Corruption, and the Player decides to assign +1 each to Intelligence, Perception, and Fellowship).Once the tracking boxes for a Characteristic are filled, that Characteristic suffers [PCD1] (the Characteristic's Potential is permanently reduced -1), the boxes for that Characteristic are then cleared, and the process continues.
     It is important to remember a PC suffering Temporary Characteristic Damage [TCD] to a Characteristic that has its Potential reduced as a result of Corruption (or other similar rules mechanic) must also reduce that Characteristic's current [TCD] -1 (this essentially means the PC need spend 1 less XP on Recovery, a pyrrhic benefit at best).

     There are no "dump" Characteristics- each time a Characteristic's Potential is reduced as a result of Corruption the PC must make a Challenging (+/-0) Check (note the alternate terminology; this is not considered a Test) versus that Characteristic. If the Check is failed versus Moral Corruption the PC develops a Disorder (roll d10 on the Disorders Table), and if the Check is failed versus Physical Corruption the PC develops a Malignancy (roll d10 on the Malignancy Table).

     Each time a PC must roll on the Disorders and/or Malignancy Tables there is a chance (d10 result of 10) the PC instead develops a Mutation.

     NOTE- As of the time of this post I am still organizing the Tables for Disorders, Malignancies, and Mutations. /NOTE

     Disorders

  1. p
  2. p
  3. p
  4. p
  5. p
  6. p
  7. p
  8. p
  9. Mutation
     Malignancies
  1. p
  2. p
  3. p
  4. p
  5. p
  6. p
  7. p
  8. p
  9. p
  10. Mutation
     Mutations
  1. p
  2. p
  3. p
  4. p
  5. p
  6. p
  7. p
  8. p
  9. p

     THE INQUISITOR'S PHILOSOPHY (Optional)

     As it concerns Disorders, Malignancies, and Mutation, an Inquisitor's personal philosophy may or may not allow for some leniency. A Puritan will count among his/her retinue pious clergy of the Cult Imperialis and will be very suspicious of Acolytes that sneak about as if they have something to hide, while an Inquisitor with radical proclivities might count among his retinue amoral cutthroats and may turn a blind eye toward an Acolyte's inexplicable fit of tremors.
     An Inquisitor's Philosophy will determine the limit of how much or how little (if any at all) Corruption to which a PC is exposed before "retirement" becomes mandatory:

     Inquisitor Philosophy
  • +3 (Hard-line Puritan)
  • +2
  • +1
  • 0
  • -1
  • -2
  • -3 (Radical, borderline heretic)
       Normally (Philosophy 0) a PC may have no more than five Disorders, Malignancies, and/or Mutations. Puritanical Inquisitors are renowned for their intolerance- in the eyes of his/her Inquisitor, the PC counts as having already developed +1, +2, or +3 Disorders, Malignancies, and/or Mutations. Radical Inquisitors are far more lenient- the PC counts his/her total Disorders, Malignancies, and/or Mutations as being -1, -2, or -3 less than he/she has actually developed.
     It is important to remember what one Inquisitor tolerates is another's bread and butter, so to speak, though there is nothing saying an Inquisitor's Philosophy must remain fixed...

   This blog is in no way endorsed by Games Workshop Ltd or Fantasy Flight Publishing Inc- all content is not-for-profit.

Friday, November 1, 2013

Rate of Fire (RoF) Updated 11/3/13

     The information presented in this post can also be found in the post titled 'Agility & Actions' (which has recently been updated).

     As an example for reference, the Necromunda-pattern Autogun:
     Basic/Solid Projectile (4 XP); Range: 35m (Point Blank: 1-3m, Short: 4-35m, Effective: 36-70m, Medium: 71-105m, Long: 106-140m, Extreme:141-175m); RoF: S/2/3d5; Damage: d10+2+RCB [I]; Penetration: 0; Reload: 2 AP; Reliable (only Jams on 96+), Storm 1 (see Full Auto Attack/Suppressing Fire Attack, Notation a, below); Rarity: 4.

  • Single Shot Attack (1 AP)- Exactly as the Action name implies, the PC spends 1 AP to take the Single Shot Attack Action, firing one shot at his/her opponent/target by making an Ordinary (+10) Ranged Combat Test. This Action does benefit from the to-hit bonus derived from taking one or more Aim Actions prior to taking the Single Shot Attack Action.
  • Semi-Auto Attack (1 AP)- Some ranged weapons are capable of firing two- or three-round bursts, referred to as a Semi-Auto Attack- the PC spends 1 AP to take the Semi-Auto Attack Action, firing his/her weapon at an opponent/target by making a Challenging (+/-0) Ranged Combat Test. The number of hits scored from a Semi-Auto Attack is based on the shooter's DoS- 1 DoS: 1 hit; 2-3 DoS: 2 hits; 4-5 DoS: 3 hits; 6-7 DoS: 4 hits; 8+ DoS: 5 hits. Additional hits after the first may be assigned to multiple targets as long as they are within 2 meters of the original target. This Action cannot benefit from the to-hit bonus derived from taking one or more Aim Actions prior to taking the Semi-Auto Attack Action.
  1. Multiple hits to any single target/opponent from a Semi-Auto Attack add +1 to the Damage calculation per hit.    
  • Full Auto Attack/Suppressing Fire Attack (1+ AP, Extended Action/3 AP)- Fully-automatic ranged weapons are capable of letting out a torrent of solid projectiles, searing las-beams, or buzzing flechettes, and are excellent for suppressing the enemy if not for actually hitting them. A PC may take this Action if he/she is using a ranged weapon capable of Full Auto RoF, and if he/she is not Engaged or Fleeing. This Action (either) does not benefit from the to-hit bonus derived from taking one or more Aim Actions. 
    1. Full Auto weapons will have a FA RoF listed as Xd5 or Xd10, where X equals the maximum number of dice (RoF Dice) that may be rolled to determine the number of shots fired by the weapon. The maximum number of shots a Full Auto weapon can fire in any Turn is then equal to the highest result of all RoF Dice combined- ex: a Full Auto weapon with a RoF listed as 3d5 can fire a maximum of 15 shots per Turn. When taking the Full Auto Attack Action, each 1 AP spent allows the Player to roll one (1) of these RoF Dice. The PC then chooses an individual target within range and LoS and makes a Difficult (-10) Ranged Combat Test- the number of hits scored from a Full Auto Attack is based on the shooter's DoS- 1 DoS: 1 hit; 2 DoS: 2 hits; 3 DoS: 3 hits, and so on, up to the total number of shots generated by RoF Dice. Additional hits after the first may be assigned to multiple targets as long as they are within 2 meters of the original target. Any target that is hit by Full Auto weapon fire must make a Challenging (+/-0) Pinning Test (versus Willpower) with a modifier based on the Range band within which they find themselves- Point Blank: -30; Short: -10; Effective: +/-0; Medium: +10; Long: +20; Extreme: +40.  
    2. Full Auto weapons also allow PCs to lay down a blistering hail of Suppressing Fire- the AoE of Suppressing Fire is a 45-degree cone within the PC's LoS that extends to the maximum range of the weapon being used. When taking the Suppressing Fire Attack Action the PC spends 3 AP- all allies and enemies within the AoE must make a Challenging (+/-0) Pinning Test (versus Willpower) with a modifier based on the Range band within which they find themselves- Point Blank: -30; Short: -10; Effective: +/-0; Medium: +10; Long: +20; Extreme: +40. Additionally, the "spray and pray" of a Suppressing Fire Attack may incidentally hit someone- after working out all Pinning Tests, the PC makes a Very Hard (-30) Ranged Combat Test that is further modified by the Range and Movement Rate of the closest target within the AoE. The number of hits scored from a Suppressing Fire Attack is based on the shooter's DoS- 1 DoS: 1 hit; 2-3 DoS: 2 hits; 4+ DoS: 3 hits. Additional hits after the first may be assigned to multiple targets as long as they are A- within 2 meters of the original target, and B- within the same Range band as the original target. 
    3. Ammo Expenditure- The amount of ammunition used in a Single Shot Attack is self-explanatory. The amount of ammunition used in a Semi-Auto Attack is equal to the Semi-Auto RoF listed for the weapon being used. The amount of ammunition used in a Full Auto Attack is equal to the highest possible number of shots that could result from the number of RoF Dice rolled- ex: a PC using a Full Auto weapon with a FA RoF listed as 3d5 spends 1 AP during his/her Turn to make a Full Auto Attack (1d5 RoF Die), so the ammunition used is 5. The amount of ammunition used in a Suppressing Fire Attack is equal to the maximum number of shots that could be generated by rolling all RoF Dice- ex: a PC using a Full Auto weapon with a FA RoF listed as 3d5 spends 3 AP during his/her Turn to make a Suppressing Fire Attack (3d5 RoF Dice), so the ammunition used is 15.
    4. Multiple hits to any single target/opponent from a Full Auto Attack add +1 to the Damage calculation per hit.
         a- All "standard" Full Auto weapons (ie: Autogun, Splinter Rifle) will possess the Special Weapon Quality: Storm (1)- all this means is these Full Auto weapons fired at the Full Auto RoF will score a number of hits equal to 1x the hits generated by the DoS on the Ranged Combat Test. A Full Auto weapon with Storm (2) fired at the Full Auto RoF (ie: Storm Bolter, Shard Carbine) will score a number of hits equal to 2x the hits generated by the DoS on the Ranged Combat Test, and so on up to Storm (5). Note this Special Weapon Quality also affects errant hits generated from Shooting Into Melee (see Notation 1, below).
    1. If taking the Single Shot Attack, Semi-Auto Attack, or Full Auto Attack/Suppressing Fire Attack Action while Shooting Into Melee (-20 to Ranged Combat Tests), all hits (based on DoS) strike the original target, and all errant hits (based on a failed Ranged Combat result of doubles) are instead randomized among the melee combatants, to include the original target, with the number of errant hits scored being equal to the DoF (up to the maximum number of shots fired that Turn).
    2. Full Auto Attack/Suppressing Fire Attack cannot benefit from the to-hit bonus derived from taking one or more Aim Actions.
    3. Suppressing Fire Attack cannot be combined with the Delay Utility Action. 
    4. Weapons capable of Full Auto Fire will Jam on an unmodified to-hit roll of 91+ (see post titled 'Weapon/Armour Condition' for details on Weapon Jams).
      This blog is in no way endorsed by Games Workshop Ltd or Fantasy Flight Publishing Inc- all content is not-for-profit. 

    Tuesday, October 29, 2013

    Psykers (formerly Brain Wiggling 101) 11/8/13 WIP

         What is a Psyker?
         The term "psyker" is used when generally referring to any individual or creature capable of manifesting the power of the Warp to affect or alter reality/real space. In more specific terms:

         Abominations are "otherworldly" creatures of psychic ability- Daemons, Daemonhosts, and Enslavers are some examples. Focus Power Tests made by Abominations cannot be Controlled, but may be Pushed +1, +2, +3, +4, or +5.

         Librarians are Adeptus Astartes of psychic ability. They are also the keepers of forbidden and/or esoteric lore, often acting as trusted advisers to their Chapter's command ranks. Focus Power Tests made by Librarians may be Controlled or Pushed +1, +2, or +3.

         Sanctioned Psykers (aka Sanctionites) are Humans of psychic ability that have been deemed by the Adeptus Astra Telepathica to be strong enough of will that they may be trained by the Scholastica Psykana. Sanctioned Psykers include Astropaths. Focus Power Tests made by Sanctioned Psykers (and Eldar Warlocks) may be Controlled or Pushed +1, +2, or +3.

         Sorcerers are sentient beings of psychic ability that have spent many centuries perfecting their mastery of Warp energies, or have learned/been given the knowledge of Warp mastery by a patron or fell power, or both- Chaos Space Marines, Eldar Farseers, and Navigators are some examples of Sorcerers. Focus Power Tests made by Sorcerers may be Controlled or Pushed +1, +2, +3, or +4.

         Wyrds (aka Unsanctioned Psykers) are sentient beings of raw and wild psychic ability- Humans that have evaded/escaped Psyker culls (including Black Ship Escapees) and Ork Wierdboyz are two examples. Focus Power Tests made by Wyrds cannot be Controlled, but may be Pushed +1, +2, or +3.

         Abominations, Librarians, Sanctioned Psykers, Sorcerers, and Wyrds possess the Psyker and Psy Rating (X) Traits.

         A Quick Note: GMs interested in using these proposed rules can easily incorporate the Psychic Powers from Black Crusade and/or Only War by assigning a XP cost to each Power equal to the hundreds digit of the published XP cost. As an example, the Doombolt Psychic Power (Black Crusade Core Rules, pg. 213) would cost 2 XP.
         The time, or Psychic Action Points required to manifest a Psychic Power is as follows: Full Action = 3 Psychic AP; Half Action = 2 Psychic AP; Free Action/Reaction = 1 Psychic AP. The number of Psychic AP a Psyker may use during a Turn is equal to his/her WPB (WPB+1 for Abominations), and these Psychic AP may be spent in addition to* his/her normal (Agility-based) AP. However, a Psyker may not manifest any individual Power more than once during their Turn, nor may he/she take more than one Attack and one Concentration Action per Turn.
         Lastly, Psychic Powers may no longer be manifested at the Fettered Power Level.

    * The PC does not roll AP Dice for Psychic AP.

         PSY RATING (TRAIT)

         Psy Rating (PR) represents a PC's mastery of his/her psychic ability- the effects of many Psychic Powers are based upon PR, with these effects increasing as the PC's mastery increases. PR also represents as PC's ability to tap into Warp energies- in game terms, a higher PR makes it easier for a Psyker to successfully manifest his/her Powers.
         Psy Rating is recorded as PRX, where X equals the PC natural (not Pushed) Rating.

         Abominations are dreadfully powerful Psykers, possessing a Psy Rating equal to their WPB+1.

         Librarians begin play with Psy Rating 2 and may not possess a Psy Rating greater than their WPB.

         Sanctionites begin play with Psy Rating 1 and may not possess a Psy Rating greater than their WPB.

         Sorcerers begin play with Psy rating 2 and may not possess a Psy Rating greater than their WPB.

         Wyrds have only recently recently realized their potential- they begin play with Psy Rating 0 and may not possess a Psy Rating greater than their WPB.

         Psy Rating may be increased (after play begins) through the expenditure of XP (Abominations excluded):
    • Increasing PR0 to PR1- 3 XP
    • Increasing PR1 to PR2- 3 XP
    • Increasing PR2 to PR3- 8 XP
    • Increasing PR3 to PR4- 15 XP
    • Increasing PR4 to PR5- 24 XP (Maximum possible PR for Sanctionites and Wyrds)
    • Increasing PR5 to PR6- 35 XP (Maximum possible PR for Librarians and Sorcerers)
         Each increase of PR must be paid cumulatively- ex: for Yves the Sanctionite to increase her PR1 to PR4 (assuming she has WPB4) she must spend 26 XP.

         Increasing Psy Rating requires deep, lengthy, uninterrupted meditation and is extremely exhausting:
    • Increasing PR0 to PR1- 1 day meditation, +1 [F]
    • Increasing PR1 to PR2- 2 days meditation, +2 [F] 
    • Increasing PR2 to PR3- 3 days meditation, +3 [F] 
    • Increasing PR3 to PR4- 4 days meditation, +4 [F] 
    • Increasing PR4 to PR5- 5 days meditation, +5 [F] 
    • Increasing PR5 to PR6- 6 days meditation, +6 [F]
          Time is cumulative, as well- continuing with the example above, for Yves to increase her PR1 to PR4 she must devote 9 days to uninterrupted meditation, at the end of which time she passes out from complete exhaustion (+9 [F] is +1 [F] higher than she can withstand with WPB4).

         Increasing Psy Rating too quickly can have calamitous results- if a PC's PR is raised more than one (1) point during any period of meditation the Player must roll d% on Table 6-2: Psychic Phenomena (pg. 210 of the Black Crusade Core Rules), adding 10 to the die result for each point of PR increased after the first- Ex: PR1 to PR4 would roll d%+20.

         If at any time a PC's WPB is permanently reduced, he/she must also reduce his/her PR (if appropriate) until it is no greater than his/her WPB. Psy Rating "lost" in this way may be regained only through the expenditure of XP (as normal) and only if the PC's WPB has increased to an appropriate value.

         PSYCHIC POWERS

         Psychic Powers are no longer considered Talents. Psykers are limited to X Psychic Powers, where X equals:
    • Abominations- 3x WPB
    • Librarians/Sorcerers- (2x WPB)+2
    • Sanctionites- 2x WPB
    • Wyrds- (2x WPB)-2
         Like the loss of Psy Rating, if a PC's WPB is permanently reduced he/she must also reduce the number of Psychic Powers he/she knows (if appropriate). Psychic Powers "lost" in this way may be regained (or traded) only through the expenditure of XP (as normal) and only if the PC's WPB has increased to an appropriate value.

         FOCUS POWER TESTS

         A Focus Power Test is Willpower-based. The Psyker multiplies his/her Psy Rating by his/her Willpower Bonus (ex: PR3 x WPB4 = 12) and adds the result to his/her Willpower score to calculate the base TN for the Psyker's Focus Power Test. The base TN may be further modified by [F]atigue and/or a Difficulty modifier associated with the Psychic Power itself-
    • All Tests (including Focus Power Tests) suffer a cumulative -5 penalty per point of [F].
    • Certain Psychic Powers may be easier or harder to manifest, thus will have a specific Difficulty modifier (quite possibly based on the nature of the power itself and/or Corruption requirements).
         WP may be replaced by other Characteristics within specific "Disciplines" once Psychic Powers have been rewritten. So, from the example Focus Power Test above: a Biomancy Power might use S or T instead of WP.

         DENY THE WITCH
    WIP
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    Saturday, October 5, 2013

    Hand Flamers, Flamers, and Heavy Flamers (The Flamethrowers of the 41st Millennium)

         Fire is a primordial weapon.

         The contemporary flamethrower has it's humble origins at the turn of the 20th Century. The first working model (circa 1901) was a single shot weapon that projected a jet of flame and billowing black smoke to a range of about 18 meters. Though they have been used extensively in warfare, more casualties have been attributed to the conventional weaponry supporting flamethrowers- the flames were used to drive enemy soldiers from the protection of their trenches and bunkers, while supporting infantry shot them as they became exposed. In 1978, flamethrowers were retired from the U. S. military arsenal. At that time they had an effective range of 50-80 meters.
         Since their inception, flamethrowers have seen numerous design advances and have been adapted for uses other than warfare.

         However, in the 41st Millennium there is only war. Flamer variants (aka "Burners") represent a staple weapon in the arsenal of the Imperium, and I want to redefine their utility and effects.

         First, the mechanism. Generally, a flammable liquid or gas is pressure-forced from its containment through the weapon's firing aperture. Looking at the most recent drawings of 40K Flamer weapons, we can clearly see the firing aperture more closely resembles a hooded, vented muzzle rather than a nozzle. Personally, I prefer the drawings from the era of 40K 2nd Ed- these were cylindrical nozzles. I envision the nozzle being rotated to change the AoE of the weapon, selecting either a focused (choked) or spread target area.
         Next, the fuel. Dan Abnett's character of Brostin (one of Gaunt's Ghosts) is described as frequently adjusting both the mixture of his Flamer fuel and his weapon's choke, and carefully clearing his weapon's ignition system. All of this implies a liquid fuel that requires an ignition source at the time of firing. In other publications, Prometheum is described as being akin to napalm, igniting on contact with the air. I prefer the former fuel type.

         With both mechanism and fuel more clearly defined, I move now to the utility of Flamer variants.
         Because Flamer weapons have a multipurpose nozzle, they can either be used to send a jet of fuel in a narrow AoE out to its effective range or to cover a wider AoE at a much shorter effective range. And because Flamer weapons use a fuel type requiring an ignition system located just outside their apertures, they can either be used to saturate an AoE with fuel only or to saturate an AoE with flaming fuel.

         Now that Flamer variants can be used to saturate two different AoE and with two different results, I move now to the effects.
         Flamer variants possess a number of Special Weapon Qualities that are inherent to their mechanisms and fuel: the mechanism results in all Flamer variants having the Spray Quality, and ignited fuel results in all Flamer variants having the Flame Quality.
    • Hand Flamer- Pistol/Spray, Rng: Choke-10m or Spread-5m RoF: S/-/-. Dmg: d10+4[E], Pen: 2, Clip: 2, Rld: 2 AP, Flame and Spray, Loaded Wt: 3.5kg, Availability: Extremely Rare
    • Flamer- Special/Spray, Rng: Choke- 20m or Spread 10m, RoF: S/-/-, Dmg: d10+4]E], Pen: 2, Clip: 6, Rld: 2 AP, Flame and Spray, Loaded Wt: 6.5kg, Availability: Very Rare
    • Heavy Flamer- Heavy/Spray, Rng: Choke- 50m or Spread 25m, RoF: S/-/-, Dmg: d10+5[E], Pen: 4, Clip: 10, Rld: 4 AP, Flame and Spray, Loaded Wt: 13.5kg, Availability: Extremely Rare
    1. Each 1 shot of pressurized fuel is approximately 1 liter and weighs .5kg. Hand Flamers and Flamers use pressurized screw-on fuel bottles, Heavy Flamers use backpack fuel/pressure tanks.
    2. If the weapon is fired on Choke, the AoE is a 30-degree arc of fire out to Range- better for targeting particularly resilient individual enemies from a safer distance. If the weapon is fired on Spread, the AoE is a 180-degree arc of fire out to Range- better for targeting multiple less-resilient enemies in close proximity.
    3. Hand Flamers and Flamers cause [BRN2], and Heavy Flamers cause [BRN4] (see below for details).
    4. Contrary to Hollywood propaganda, the pressure/fuel tanks of flamethrowers do not always explode when shot. In game terms, pressurized fuel bottles and pressure/fuel tanks will only explode if penetrated with incendiary rounds. The AoE of an explosion is 2x X meters radius, where X equals the remaining ammunition, with Damage equaling that of the weapon.
    5. All Flamer variants are capable of saturating an AoE with fuel that isn't ignited- useful for setting up a distraction, an ambush, etc.
         BURNING [BRN]

         Creatures hit with weapons possessing the Flame Special Quality must make a Challenging (+/-0) Agility Test or suffer the [BRN] condition for d5 Rounds. Creatures suffering the [BRN] condition may attempt to douse the flames during their Turn, requiring a successful Challenging (+/-0) WP Test and the expenditure of 2 AP for [BRN2] or 3 AP for [BRN3], and so on. As a general rule, the Penetration value of weapons possessing the Flame Special Quality indicates the [BRN] lethality.
         Flames that are not doused cause Damage at the end of each Round as follows:

         [BRN2]
    1. 2
    2. 6
    3. 14
    4. 30
    5. 62
         [BRN3]
    1. 3
    2. 9
    3. 21
    4. 45
    5. 93
         [BRN] Damage is not soaked by the DV of Armour unless it possesses the Bonded Ceramite Upgrade. This rule is not to be confused with Armour DV that is resistant to [E] Damage.

    This blog is in no way endorsed by Games Workshop, Ltd or Fantasy Flight Publishing Inc- all content is not-for-profit.

    Saturday, September 28, 2013

    A Lethal Proposal for Injuries (Updated and Edited 12/26/13) WIP

         The remainder of the engagement is no more than a blurred haze to me. I don't remember taking the blow to my head, but I do remember thinking "Oh shit..."  
         ~Commissar Alekzanter Kurn, Assigned to the Horan XLVII Heavy Assault

         EDIT "Update" is an understatement. I've had some time to read through this proposal, rebuilding and refining it around the original framework. I've also included the mechanics for Healing & Recovery. It's really not as complicated as it looks, although it does require a fresh look at weapons and Special Weapon Qualities (which are currently in the works).
         As of 10/3/13 I've expanded Tables 1-2 and 1-8 to include TB7, 8, and 9 (the highest possible TB).
         As of 12/10/13 play testing continues. /EDIT

         So, back to it then...

         The DH2e Beta is "on hold" EDIT scrapped. /EDIT In the meantime, forumites are speculating about its Injury mechanic, myself included. While enjoying a cigarette on the front stoop in this beautiful Autumn weather, I sat reading the Injury mechanics of the venerable GW table-top "RPG", Inquisitor. What follows is the product of seven minute's musing.

         When a PC is hit by an attack that causes Damage, he/she reduces the Defensive Value (DV) of any personal Armour and/or Cover by the attack's Penetration value (Pen), then reduces the Damage by the remaining DV. 
         Toughness Bonus no longer reduces Damage (excepting Daemonic creatures; see below). Instead, it determines how much Damage a PC can withstand before suffering Fatigue and Injury.

         This proposal completely disregards the mechanic of numeric Wounds and their tracking.

         Any amount of Damage that bypasses DV is compared to the PC's Injury Threshold.

         TABLE 1-1: Injury Threshold
    • Category Zero- Damage </= 1x the PC's TB: No Test; No Fatigue, No Injury
    • Category 1- Damage > 1x the PC's TB: No Fatigue, Light Injury
    • Category 2- Damage > 2x the PC's TB: No Fatigue, Heavy Injury
    • Category 3- Damage > 3x the PC's TB: +1 Fatigue, Serious Injury
    • Category 4- Damage > 4x the PC's TB: +2 Fatigue, Acute Injury
    • Category 5- Damage > 5x the PC's TB: +3 Fatigue, Crippling Injury
    • Category 6- Damage > 6x the PC's TB: Lethal Injury (Instant Death)
         Mooks/Goons/Thugs are automatically "taken out" when they suffer a Light, Heavy, or Serious Injury (their general resilience chosen by the GM), Elites when they have suffered an Acute Injury, and Master-level opponents use the Injury rules in their entirety.

         Regarding Righteous Fury: When rolling Damage, any unmodified die result of 10 results in Righteous Fury- add the DoS generated on the to-hit roll to the total Damage calculation. Note that this rule for Righteous Fury applies to all PCs, NPC, and adversaries.

         Regarding Daemonic Creatures: Creatures possessing the Daemonic Trait are immune to the [W] Damage Type- they cannot suffer [PCD]. Additionally, unless the weapon/ammunition used to attack them is Imperium-Blessed/Sanctified or possesses Special Weapon Quality: Flame*, any Damage calculations are reduced by their TB before making comparisons to Table 1-1: Injury Threshold.
         * Daemonic creatures dedicated to Khorne are completely immune to Special Weapon Quality: Flame unless the fuel is Imperium-Bless/Sanctified.
         Imperium-Blessed/Sanctified weapons inflict Injuries on Daemonic creatures as normal.
         Daemonic creatures are extremely resilient, however they do suffer Warp Instability, their mercifully tenuous grasp on reality often equalizing their extreme physical resilience.

         Once you have determined the Category of the Injury inflicted, the target makes a Resist Injury Test (which is a Toughness-based Test)- find the PC's TB in the top row and reference it downward to the appropriate Injury Category to determine the Resist Injury Test +/- modifier- unless otherwise specified, an unmodified result of 96+ automatically fails.
         TABLE 1-2: Resisting Injury (The left-most vertical column represents the Injury Category.)

                          0           1          2          3          4          5         6         7         8          9

                          1          -5       +/-0      +5       +10      +15     +20      96+      R        R
                                             
                          2        -10        -5       +/-0       +5       +10     +15     +20       R        R   

                          3        -15       -10        -5       +/-0       +5      +10     +15      96+      R

                          4        =][=      -15       -10        -5      +/-0      +5      +10     +15     1/96+            

                          5        =][=      -20       -15       -10      -5       +/-0      +5      +10     2/96+

                          6        =][=     =][=      =][=     =][=     =][=     =][=     =][=     =][=     =][=

         The Resist Injury Test is further modified (+) DV- compare the Damage Type of the attack with the corresponding DV; any DV greater than zero results in a positive modifier to the PC's Resist Injury Test.

         The target reduces the Injury Category sustained -1 for each DoS on the Resist Injury Test as follows:
    • If the PC's current Injury Status is Uninjured he/she may, with enough DoS, altogether avoid sustaining an Injury. 
    • If the PC's current Injury Status is anything other than Uninjured he/she is limited to reducing his/her Injury Status to a minimum of Category 1.
    • Notation 96+: Only a result of 96+ on the Resist Injury Test fails.
    • Notation R: Creatures with TB8 and TB9 automatically Resist these Injuries.
    • Notations 1 and 2: Creatures with TB9 treat Acute Injuries as Light Injuries, and Crippling Injuries and Heavy Injuries. The amount of Damage required to inflict these Injuries remains unchanged.
    • =][= represents Lethal Injury/Instant Death- the Injury is too severe to Resist.
         TB7, 8, and 9 represent very resilient opponents such as Veteran Space Marines, Ork Mega-Nobs, Wraithlords, and Daemon Princes (to name a few).

         Next, whether multiple injuries are inflicted in the same Round or in subsequent Rounds, each Injury inflicted will stack. As an example, Evan (a Warden of the Divisio Immoralis, TB3) was previously hit in his Head, luckily taking only a Category 1 Injury (a Light Injury). Should Evan happen to suffer another Injury, say to his Groin, he must add the Injury Category he is already suffering (1) to the the Category of the next Injury he sustains. Ex: if the next attack inflicted Damage > 2x Evan's modified TB (7-9 points, Category 2), his Resist Injury Test is +5, and if he fails he adds his current Injury Category (1) to the newest Injury's Category (2), and suffers a Serious Injury to his Groin. However, if instead his Resist Injury Test results in 1+ DoS he only suffers a Heavy Injury.

         The Hit Location Chart will have [Damage Type] boxes set aside for DV by Location. Additionally, there will be an Injury Status track nearby with seven boxes, ranging from Uninjured (Category Zero) to Lethal Injury (Category 6)- this will allow the Player to track the Injury Status of a PC more easily (note that marking the Lethal Injury box is a superfluous detail). This track will also have space for recording Injury effects.

         As stated previously, when a PC is hit any Damage that bypasses Armour is compared to the PC's Injury Threshold to determine the Injury Category of the hit. The PC then makes a Resist Injury Test- if when hit the PC is currently Uninjured he/she may completely shrug off the attack, and if the PC is currently Injured he/she lowers the Category of the Injury sustained by -1 per DoS on the Resist Injury Test.
         Once the Injury Category is determined, the amount of Damage that bypassed Armour is recorded alongside the PC's Current Injury Status.

         Example:

         Evan, a Warden of the Divisio Immoralis, has TB3 (T34) and is wearing Clothing (field uniform and cap), a Hardened Bodyglove, and a Blast Coat. He is also carrying a Riot-pattern Shield on his Left Arm.

         His DV by Locations are:
    • Head   [E] Zero [I] 2 [R] 1 [X] 2
    • Arms   [E] 3 [I] 5 [R] 4 [X] 5
    • Torso   [E] 3 [I] 5 [R] 4 [X] 5
    • Groin   [E] 3 [I] 5 [R] 4 [X] 5
    • Legs   [E] 3 [I] 3 [R] 4 [X] 3
    • Shield (L/R) DV: 3 (Riot-pattern)
         Evan's Injury Threshold (TB3) looks like this:
    • Category 0 1-3 Damage- Uninjured/No Injury
    • Category 1 4-6 Damage- Light Injury +5
    • Category 2 7-9 Damage- Heavy Injury +/-0
    • Category 3 10-12 Damage- Serious Injury -5
    • Category 4 13-15 Damage- Acute Injury -10
    • Category 5 16-18 Damage- Crippling Injury -15
    • Category 6 19+ Damage- Lethal Injury, Instant Death
         Evan is hit in the Torso by the blast of a Frag Grenade. After reducing Damage- d10+10[X]=13- by the appropriate [Damage Type] DV- [X] 5 in this example, +3 for his Shield- Evan takes 5 Damage. Comparing 5 Damage to Evan's Injury Threshold, we see he has been hit with a Light Injury. The Player makes a Resist Injury Test, which is modified by comparing the Injury Category (2) to Evan's TB (3)- Evan's Resist Injury Test is +/-0*, which he fails, resulting in Evan sustaining a Light Injury.
         After marking Evan's current Injury Status (Injury Category 1, Light Injury), the Player records 5 Damage alongside, then applies any effects of the Injury that has been sustained- Evan is Dazed for 1 Turn (-10 to all Tests until the end of his next Turn).

         Evan's Injury Status Track would then look like this:

    IC S  Damage  Effect
     0
     1  X  5              Dazed 1 Turn
     2
     3
     4
     5
     Lethal Injury

         As the confrontation continues (two Rounds later), Evan is hit twice- first in the Right Leg, then in the Torso- by a Semi-Auto burst from a Stubber. The first hit does 8[I] Damage, reduced for Armour is 5, Injury Category 1 (Light Injury). A successful Resist Injury Test cannot shrug off the Injury (because Evan is currently Injured), so the Injury Category of this recent Injury (1) "stacks" (is cumulative) with his current Injury Status (1), resulting in Evan sustaining a Heavy Injury (Category 2).
         The second hit results in Righteous Fury- Damage is calculated as normal (d10+1+RCB=10), with the DoS that resulted from the Ranged Combat Test (3) being added as bonus Damage (Righteous Fury), for a total Damage 13[I].
         After reducing Damage by DV, we see he again takes 8 Damage- a Heavy Injury. Again, a successful Resist Injury Test cannot shrug off the Injury, so the Injury Category of this recent Injury (2) "stacks" (is cumulative) with his current Injury Status (2), resulting in Evan sustaining an Acute Injury (Category 4).
         After marking Evan's new current Injury Status (Injury Category 4, Acute Injury), the Player records 8 Damage alongside, then applies any effects of the Injury that has been sustained- +2 Fatigue, [TCD2] S and T, Stunned for 2 Turns (cannot spend AP until the beginning of his third Turn after sustaining this Injury).
         Note: If using the "fast and furious" Condition Deterioration rules, the [I] DV of Evan's Torso Armour is also reduced to 3 (see below).

          Evan's Injury Status Track would then look like this:
       
    IC S  Damage  Effect
     0
     1  X  8            
     2  X  5              Stunned for 2 Turns
     3             
     4  X  8              +2 Fatigue, [TCD2] S and T, Stunned for 2 Turns            
     5
     Lethal Injury

         A single, separate letter-sized sheet detailing the specific effects of Injury Categories by Location will accompany each Character Sheet, and each time a PC sustains an Injury its effects are noted on the PC's Character Sheet and applied in game-play until Healed/Recovered- below is a simple version (no special layout or graphics) of this detailed sheet:

         Note: Wherein the following Tables it says "Reduce [Damage Type] DV" the effect is the result of sustaining a hit, whether the PC sustains an Injury or not, and are cumulative- a PC hit in the Head may ignore a Critical Injury, but the [Damage Type] DV would be reduced -3 (-1 for Acute and -2 for Critical). Additionally, wherein the Tables it says "All DV reduced to Zero" the attack and/or its result has completely destroyed all Armour on that Location. This rule is a "fast and furious" alternative to 'Armour/Weapon Craftsmanship & Condition'.
         Also see Special Weapon Quality: Destructive. 

         TABLE 1-3: Head (1) 
    • Category Zero- Uninjured: No effects.
    • Category 1- Light Injury: The PC receives a minor burn, contusion or cut, and is Dazed for 1 Turn.
    • Category 2- Heavy Injury: The PC receives a flash burn or jarring blow and is Stunned for 1 Turn.
    • Category 3- Serious Injury: The PC receives a scorching blast or savage blow- if the PC is not wearing a Helmet, or is wearing an open-faced Helmet, the Injury damages one of his/her senses (roll d5)- 1-2: smell- [TCD1] Per and Fel; 3-4: hearing- [TCD1] Per and Fel; 5: sight- [TCD2] Per and [TCD1] Fel. Helmet or no, the PC is Stunned for 1 Turn, and if the Injury is caused by [E] or [X] the PC also suffers +1 Fatigue.
    • Category 4- Acute Injury: The PC receives a blistering burn or monstrous blow that cooks flesh or fractures/splits his/her skull. Unless caused by [E] this is a Bleeding 2 Injury. The PC also suffers [TCD1] Int, Per, WP, and Fel, and is Stunned for 2 Turns. If the Injury is caused by [E] replace Bleeding 2 with +1 Fatigue. Reduce [Damage Type] DV -1.
    • Category 5- Crippling Injury: The PC receives a horrific burn or blow that (roll d10): 1-5 severely damages his/her frontal lobe or 6-10 destroys his/her larynx. Unless caused by [E] this is a Bleeding 3 Injury. The PC either suffers [PCD2] Int, Per, and Fel, or cannot speak until fitted with a tracheal vox-emitter, suffering [PCD3] Fel. The PC is also Stunned for d5 Turns. If the Injury is caused by [E] replace Bleeding 3 with +2 Fatigue. Reduce [Damage Type] DV -2.
    • Category 6- Lethal Injury: The PC's Head is completely immolated, smashed, or severed from his/her neck, resulting in Instant Death. Unless Death was caused by [E] a messy pool of blood spills 1-meter radius around the deceased- movement through this area that is faster than a Walk requires a Difficult (-10) Agility Test, with failure resulting in falling Prone. If Death was caused by [E] a foul cloud smelling of cooked flesh and blood billows 2-meter radius about the deceased- Ranged Combat Tests made into, through, or out of this cloud are Hard (-20). Anyone witnessing the PC's Death must make a Challenging (+/-0) Willpower Test or suffer 2 Moral Corruption (1 if Jaded). All DV reduced to Zero.
     Table 1-4: Arm (2-3)
    • Category Zero- Uninjured: No effects.
    • Category 1- Light Injury: The PC receives a minor burn, contusion or cut and must make a Routine (+20) Agility Test or drop any item held in the hand- the item Scatters d5-1 meters (to a minimum of zero meters). If the Injury is caused by [X] the PC is also Dazed for 1 Turn.
    • Category 2- Heavy Injury: The PC receives a flash burn or jarring blow and must make an Ordinary (+10) Agility Test or drop any item held in the hand (which Scatters per Category 1, above). The PC is also Dazed for 1 Turns. If the Injury is caused by [E] or [X] the PC also suffers +1 Fatigue.
    • Category 3- Serious Injury: The PC receives a scorching blast or savage blow that removes several of  his/her fingers, suffering [TCD2] CC and RC, and automatically dropping any item held in the hand- the item Scatters d5 meters. The PC is also Stunned for 1 Turn. If the Injury is caused by [E] or [X] the PC also suffers +1 Fatigue.
    • Category 4- Acute Injury: The PC receives a blistering burn or monstrous blow that fuses or fractures his/her wrist, elbow, or shoulder. The PC is Stunned for 1 Turn, automatically drops any item held in the hand (Scattering per Category 3, above), and suffers [TCD2] CC, RC, and S. If the Injury is caused by [E] or [X] the PC also suffers +1 Fatigue. Reduce [Damage Type] DV -1.
    • Category 5- Crippling Injury: The PC receives a horrific burn or blow that destroys his/her Arm- it is completely useless and must be amputated, but may be replaced with a bionic/cybernetic. The PC is Stunned for 2 Turns, immediately drops any item held in the hand- the item Scatters d5+2 meters- suffers [TCD3] S, and unless caused by [E] this is a Bleeding 2 Injury. If the Injury is caused by [E] replace Bleeding 2 with +2 Fatigue. Reduce [Damage Type] DV -2.
    • Category 6- Lethal Injury: The PC's Arm is completely immolated, torn, or severed from his/her body, resulting in Instant Death due to shock and blood loss. Any item held in the hand Scatters d5+2 meters. Unless Death was caused by [E] a messy pool of blood spills across an area 1-meter radius around the deceased- movement through this area that is faster than a Walk requires a Difficult (-10) Agility Test, with failure resulting in falling Prone. If Death was caused by [E] a foul cloud smelling of cooked flesh and blood billows 2-meter radius about the deceased- Ranged Combat Tests made into, through, or out of this cloud are Hard (-20). Anyone witnessing the PC's Death must make a Challenging (+/-0) Willpower Test or suffer 2 Moral Corruption (1 if Jaded). All DV reduced to Zero.
         Table 1-5: Torso (4-7)
    • Category Zero- Uninjured: No effects.
    • Category 1- Light Injury: The PC receives a minor burn, contusion or cut, but otherwise suffers no effects unless the Injury is caused by [E] or [X]- if so the PC is Dazed for 1 Turn.
    • Category 2- Heavy Injury: The PC receives a flash burn or jarring blow that winds him/her, but otherwise suffers no effects unless the Injury is caused by [E] or [X]- if so the PC is Stunned for 1 Turn. 
    • Category 3- Serious Injury: The PC receives a scorching blast or savage blow to the abdomen or chest, momentarily depriving him of oxygen or fracturing ribs and smashing the breath from him/her. The PC suffers [TCD2] S and T. If the Injury is caused by [E] or [X] he/she is also Stunned for 1 Turn. Reduce [Damage Type] DV -1.
    • Category 4- Acute Injury: The PC receives a blistering burn or monstrous blow that cooks muscle and fat or splinters ribs and bruises organs. The PC is Stunned for 1 Turn and suffers [TCD2] S and T. If the Injury is caused by [E] or [X] he/she also suffers +1 Fatigue. Reduce [Damage Type] DV -1.
    • Category 5- Crippling Injury: The PC receives a horrific burn or blow that ruptures organs and/or causes internal bleeding. Unless caused by [E] this is a Bleeding 2 Injury. The PC is also Stunned for 1 Turn, immediately drops any items held in hand- the items Scatter d5 meters- and also suffers [TCD3] S and T. If the Injury is caused by [E] replace Bleeding 2 with +2 Fatigue. Reduce [Damage Type] DV -2.
    • Category 6- Lethal Injury: The PC's torso is completely immolated, his/her ribs are shattered and lungs punctured, or he/she is eviscerated at the abdomen, resulting in Instant Death due to shock and profuse blood loss. Unless Death was caused by [E] a messy pool of blood and viscera spills across an area 2-meter radius around the deceased- movement through this area that is faster than a Walk requires a Difficult (-10) Agility Test, with failure resulting in falling Prone. If Death was caused by [E] a foul cloud smelling of cooked flesh and blood billows 2-meter radius about the deceased- Ranged Combat Tests made into, through, or out of this cloud are Hard (-20). Anyone witnessing the PC's Death must make a Challenging (+/-0) Willpower Test or suffer 2 Moral Corruption (1 if Jaded). All DV reduced to Zero.
         Table 1-6: Groin (8)
    • Category Zero- Uninjured: >wince< No effects.
    • Category 1- Light Injury: The PC receives a minor burn, contusion or cut, and is knocked to the Kneeling Stance and Dazed for 1 Turn.
    • Category 2- Heavy Injury: The PC receives a flash burn or jarring blow and is knocked to the Kneeling Stance and Dazed for 2 Turns. 
    • Category 3- Serious Injury: The PC receives a scorching blast or savage blow to the genitals and is knocked to the Prone Stance. The PC also suffers [TCD2] WP and is Stunned for 1 Turn. If the Injury is caused by [E] or [X] the PC also suffers +1 Fatigue.
    • Category 4- Acute Injury: The PC receives a blistering burn or monstrous blow that damages his/her genitals. The PC must use a prosthetic to participate in procreation intercourse, and his/her chances of conceiving a child are 50% without using a surrogate. The PC is also bleeding profusely- Bleeding 2- is Stunned for 1 Turn, knocked to the Kneeling Stance, and suffers [TCD3] WP and Fel. If the Injury is caused by [E] replace Bleeding 2 with +1 Fatigue. Reduce [Damage Type] DV -1.
    • Category 5- Crippling Injury: The PC receives a horrific burn or blow that cooks or messily tears open the PC's Groin, completely destroying his/her genitals and causing massive bleeding. The PC must use a prosthetic to participate in procreation intercourse, and his/her chances of conceiving a child are 0% without using a surrogate. Unless caused by [E] this is a Bleeding 3 Injury. The PC is also Stunned for 2 Turns, knocked to the Prone Stance, immediately drops any items held in hand (the items Scatter d5 meters), and suffers [TCD3] WP and Fel. If the Injury is caused by [E] replace Bleeding 3 with +2 Fatigue. Reduce [Damage Type] DV -2.
    • Category 6- Lethal Injury: The PC's Groin and Torso are completely immolated, or he/she is split open and eviscerated through his/her pelvic bone, resulting in Instant Death due to shock and profuse blood loss. Unless Death was caused by [E] a messy pool of blood and viscera spills across an area 2-meter radius around the deceased- movement through this area that is faster than a Walk requires a Difficult (-10) Agility Test, with failure resulting in falling Prone. If Death was caused by [E] a foul cloud smelling of cooked flesh and blood billows 2-meter radius about the deceased- Ranged Combat Tests made into, through, or out of this cloud are Hard (-20). Anyone witnessing the PC's Death must make a Challenging (+/-0) Willpower Test or suffer 2 Moral Corruption (1 if Jaded). All DV reduced to Zero.
         Table 1-7: Leg (9-10)
    • Category Zero- Uninjured: -sidestep- No effects.
    • Category 1- Light Injury: The PC receives a minor burn, contusion or cut but otherwise suffers no effects unless the Injury is caused by [X]- if so the PC is Dazed for 1 Turn.  
    • Category 2- Heavy Injury: The PC receives a flash burn or jarring blow that partially fuses or dislocates his/her patella (kneecap). The PC must make a Challenging (+/-0) Agility Test or be knocked to the Kneeling Stance. The PC is also Dazed for 1 Turn.
    • Category 3- Serious Injury: The PC receives a scorching blast or savage blow to his/her ankle, knee or hip, suffering [TCD2] Ag and is Dazed for 1 Turn. If the Injury is caused by [E] or [X] the PC also suffers +1 Fatigue.
    • Category 4- Acute Injury: The PC receives a blistering burn or monstrous blow that fuses or fractures his/her hip. The PC is Stunned for 1 Turn and knocked to the Kneeling Stance, suffers [TCD3] T and Ag, and is unable to Charge/Run or Sprint/Flee until after Healing/Recovery. If the Injury is caused by [E] or [X] he/she also suffers +1 Fatigue. Reduce [Damage Type] DV -1.
    • Category 5- Crippling Injury: The PC receives a horrific burn or blow that destroys his/her Leg- it is completely useless and must be amputated, but may be replaced with a bionic/cybernetic. The PC is knocked to the Prone Stance and Stunned for 1 Turn. Additionally, he/she may only assume the Prone or Kneeling Stance and move at a Crawl until after Healing and Cybernetic implantation. The PC also suffers [TCD4] Ag, and unless caused by [E] this is a Bleeding 2 Injury. If the Injury is caused by [E] replace Bleeding 2 with +2 Fatigue. Reduce [Damage Type] DV -1.
    • Category 6- Lethal Injury: The PC's Leg is completely immolated, torn, or severed from his/her body, resulting in Instant Death due to shock and blood loss. Unless Death was caused by [E] a messy pool of blood spills across an area 1-meter radius around the deceased- movement through this area that is faster than a Walk requires a Difficult (-10) Agility Test, with failure resulting in falling Prone. If Death was caused by [E] a foul cloud smelling of cooked flesh and blood billows 2-meter radius about the deceased- Ranged Combat Tests made into, through, or out of this cloud are Hard (-20). Anyone witnessing the PC's Death must make a Challenging (+/-0) Willpower Test or suffer 2 Moral Corruption (1 if Jaded). All DV reduced to Zero.
          DAMAGE TYPES

         The Damage Types and their effects on Injuries are as follows:
    • [E]nergy- [E] Injuries increase any [TCD] by +1. Other effects of [E] Injuries are listed in the Injury Categories- some [E] weapons cause Burning (see Special Weapon Quality: Flame). 
    • [I]mpact- [I] Injuries increase the duration of Dazed and Stunned by +1 Turn.
    • [R]ending- [R] Injuries add +1 to any Bleeding effects (ex: Bleeding 1 becomes Bleeding 2).
    • E[X]plosive- [X] Injuries increase [TCD] by +1 and add +1 to any Bleeding effects.
    • [W]arp- In addition to the normal effects, [W] Injuries result in Physical Corruption equal to the Category # of the Injury sustained (+1 to +5).
         BLEEDING X (Effect) Abbr: Bld

         When a PC suffers a Bleeding Injury he/she has little time left before bleeding to Death. Bleeding may be staunched with a successful Difficult (-10) Medicae Test. Bleeding is a form of Fatigue, which is tracked at the end of each Round- Bleeding 1 is +1 Fatigue, Bleeding 2 is +2 Fatigue, and so on.
         The effects of Bleeding and Burning stack (see below).
         BURNING X (Effect) Abbr: Brn

         As indicated above, some [E] weapons cause Burning- flame is a primordial slayer, extremely lethal if not quickly doused. Burning (like Bleeding) is a form of Fatigue, which is tracked at the end of each Round. Burning lasts for d5+1 Rounds- at the end of each Round the PC suffers +1 Fatigue.
         During his/her Turn, a PC suffering the Burning condition may do nothing but attempt to douse the flames (while screaming and running d5+1 meters in a random direction)- the PC must spend his/her entire Turn and succeed on a Challenging (+/-0) Agility Test.to douse Burning.
         High winds impose a -10 penalty to the Agility Test, chemical accelerates (Weapon Special Quality: Flame) a -20 penalty, while use of loose dirt to smother the flames provides a bonus +10 to the Agility Test, +20 for a heavy blanket/bedroll, or up to +30 (GM's discretion) for a sufficient quantity of water.   
         Allies may also attempt to douse Burning during their Turns, requiring a Challenging (+/-0) Agility Test.
         Anyone aware of a close ally suffering the Burning condition must make a Challenging (+/-0) Willpower Test or suffer 1 Moral Corruption (0 if Jaded).
         The effects of Burning and Bleeding stack.
          
         DAZED (Effect)

         Dazed PCs suffer a -10 penalty to all Characteristic-based Tests.

         STUNNED (Effect)

         PCs that are Stunned may not spend AP and their Evasion Tests suffer a -20 penalty.

         FATIGUE (Effect) Abbr: Ftg

         Toughness represents the body's ability to continue through exhaustion/exertion (Ftg), extreme exposure (Brn; includes sub-zero temperatures/the void), and/or exsanguination (Bld). A PC's Fatigue Threshold (aka FT) equals his/her TB+3. A PC suffering Fatigue (from any source) that is in excess of his/her FT will become Unconscious, remaining so for d5+1 Rounds (Structured Time), or 1 minute (Narrative Time) per point of Fatigue in excess of their FT- ex: Evan has T36 (TB3); with FT6 he will become Unconscious when his level of Fatigue is 7+.
         While Fatigued, all Tests suffer a cumulative -5 penalty for each point of Fatigue.
         A PC suffering Fatigue in excess of 3x his/her Fatigue Threshold dies- ex: Evan will die when the combined effects of Bleeding and/or Burning and/or Fatigue is 19+.
         Fatigue, including Bleeding and Burning, are recovered as follows:

    • Ftg: -1 per half hour of rest.
    • Bld: -1 per full day (20 hours) of rest, and/or a blood transfusion- requires a successful Hard (-20) Medicae Test, restoring IntB+DoS. Regarding Blood Donors: Human to Human is okay. Human to Ab-Human is okay. Ab-Human to Human is not okay. Any Xenos to Human/Ab-Human (and vice versa) is not okay.
    • Brn: -1 per full day (20 hours) of rest, and/or a skin graft- requires a successful Hard (-20) Medicae Test, restoring IntB+DoS (should the Test result in failure, by any number of degrees, the burn victim will suffer [PCD] Fel equal to his/her Brn. Regarding Graft Donors: Human to Human is okay. Human to Ab-Human is okay. Ab-Human to Human is not okay. Any Xenos to Human/Ab-Human (and vice versa) is not okay. 

         HEALING & RECOVERY

         Abbreviations:
    1. [TCD]- Temporary Characteristic Damage.
    2. [PCD]- Permanent Characteristic Damage.
         Healing represents a PC either receiving medical treatment for his/her Injuries or spending considerable down-time on Natural Healing (see further), while Recovery is the restoration of [TCD] through Characteristic Upkeep Advancements. Healing is based on the Damage a PC has sustained at each Injury Status (see below).
         A PC must receive medical treatment (Healing) and be returned to the Uninjured Status before he/she may begin Recovery. In game terms, medical treatment is the application of the Medicae Skill, which may be attempted as follows:
    • Crippling Injury (Category 5)- Once every 5 days, restoring IntB-5+DoS Damage.
    • Acute Injury (Category 4)- Once every 4 days, restoring, IntB-4+DoS Damage.
    • Serious Injury (Category 3)- Once every 3 days, restoring, IntB-3+DoS Damage.
    • Heavy Injury (Category 2)- Once every 2 days, restoring, IntB-2+DoS Damage.
    • Light Injury (Category 1)- Once per day, restoring, IntB-1+DoS Damage.
         For the purposes of tracking time, one (1) Standard Imperial Day is 20 hours.
         All Healing must treat the most severe Injury first- ex: Crippling, then Acute, then Serious, and so on. 
         Note: Should a Medicae Test fail on an unmodified result of 96+ the Injured PC will contract a Combat-related Infection doing [TCD1] S, T, and WP per day for d5 days. Treating a Combat-related Infection requires a Difficult (-10) Medicae Test, with the number of days being reduced by -1 per DoS on the Test. Any Combat-related Infection may be treated only once.
         PCs suffering from a Combat-related Infection cannot be Healed or Test for Natural Healing (see below) until the Infection has been treated or run its course.

         A PC may also benefit from Natural Healing, his/her body repairing itself over time. This is based on the PC's TB and his/her current Injury Category. Find the Injury Category # that currently represents the PC's current Injury Status (the left-most column) of Table 1-8: Natural Healing, and reference it across to the PC's current TB to determine the Toughness Test modifier. Note that Category 6 is Death.

         Table 1-8: Natural Healing 

                          0          1          2          3          4          5          6          7          8          9

                          1       +/-0       +5      +10      +15      +20      +25        A          A         A

                          2         -5        +/-0     +5       +10      +15      +20      +25         A         A           

                          3        -10        -5       +/-0      +5       +10      +15      +20        96+       A   

                          4        =][=      -10       -5       +/-0       +5       +10      +15        96+      96+   

                          5        =][=      -15      -10       -5        +/-0       +5       +10      +15        96+    

                          6        =][=      =][=     =][=    =][=      =][=     =][=      =][=     =][=      =][=

         The PC's current Injury Category # also equals the number of days that must pass before he/she may attempt to Heal naturally (exactly as per receiving medical treatment). If the Toughness Test is successful, the PC reduces the Damage sustained at each Injury Category, as follows:

    • Crippling Injury (Category 5)- Once every 5 days, restoring TB-5+DoS Damage.
    • Acute Injury (Category 4)- Once every 4 days, restoring, TB-4+DoS Damage.
    • Serious Injury (Category 3)- Once every 3 days, restoring, TB-3+DoS Damage.
    • Heavy Injury (Category 2)- Once every 2 days, restoring, TB-2+DoS Damage.
    • Light Injury (Category 1)- Once per day, restoring, TB-1+DoS Damage.

         Regarding Table 1-8: Natural Healing-
    1. If the modifier result is =][= the PC may not Test for Natural Healing- the PC is dead.
    2. 96+: If the PC makes a successful Test and rolls =/< 95, his/her Injury Status improves by 1 Category. However, if the PC rolls 96+ he/she has acquired a Combat-related Infection.
    3. A: The PC automatically improves his/her Injury Status by 1 Category.
         Recovery is the physical and mental rehabilitation that follows Healing. Once a PC has returned to the Uninjured Status he/she may begin this process of rehabilitation by spending earned XP on restoring [TCD] through Characteristic Upkeep Advances, as detailed in the post titled 'Characteristics and Skills (Advancement)'.
         [PCD] cannot be Recovered.

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