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. 

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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.

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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.