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 Updated Play Mechanics & House Rules

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PostSubject: Updated Play Mechanics & House Rules   Thu Feb 08, 2018 11:13 pm

Updated Play Mechanics

Reaper Team Rankings:
 


Acquisitions
- Gear will be acquired using the PCs Influence stat score modified by availability and craftsmanship of the item per Dark Heresy 2nd Ed. RAW (pg. 141 CRB). CHANGES: Ubiquitous will no longer be "automatically" acquired. Instead it will confer a +60 bonus to your requisition test.

- In addition to the DH2 acquisitions rules, the following "amount" modifiers from Black Crusade (pg. 306) will be added to reflect the small-squad tactical feel of being in a Reaper squad.


Single (1 item): +10
Fire Team (2-4 items): +0
Squad La'rua (5-10 items): -10
Platoon Ka'ui (11-100 items): -30**
**Ka'ui will rarely, if ever, be used

Furthermore, nothing non-tau is ever guaranteed as available; this all depends on your location and its resources. Depending on the circumstances, even tau gear may be unavailable.


Updated Combat System
Rules follow standard DH2/OW/BC combat mechanics:
- All standard attacks are now 1/2 actions, but the modifiers have been changed to +10 single shot, +0 semi automatic, -10 fully auto. ("It is a clear change from the earlier philosophy that a bunch of rounds downrange increases accuracy (+20 full auto Deathwatch/Rogue Trader) and more in line with single shots are more accurate and muzzle rise is a thing.")

- The crits have been changed where on a RF that does damage to an opponent, roll 1d5 on the corresponding critical chart table and apply the effect to the target. It's just a little more thought out than simply exploding damage on natural 10s.

- Players do not need to roll to confirm righteous fury. RF is automatically successful on natural 10s. One, this is to make the game a bit more deadly (but since only Elite and Master level enemies can inflict RF, it makes the game more exciting for the PCs) and it also speeds of the pace of play.

Updated Skills

- We will be using the updated DH2/OW/BC Skill list and descriptions

[New Skill ---> What it replaces/Encompasses now]


Acrobatics   --> Acrobatics, Contortionist
Athletics     --> Climb, Swim
Awareness  --> Awareness, Lip Reading, Search
Charm        --> Charm, Performer
Commerce  --> Commerce, Barter, Evaluate (something's worth)
Demolitions --> New Skill (Aptitudes: Tech & Fieldcraft)
Logic          --> Logic, Gambling
Linguistics  --> Ciphers, Literacy, Secret Tongue, Speak Language
Medicae     --> Chem Use, Medicae
Operate     --> Drive, Pilot
Parry         --> Not previously a skill; PCs with any WS upgrades or a WS above 50 should count Parry as known.
Stealth      --> Concealment, Silent Move, Shadowing
Survival     --> Survival, Tracking, Wrangling
Tactics     --> New Skill (Aptitudes: General & Knowledge)
Tech-Use   --> Tech Use
Toughness --> Carouse

[This list can be found on pg. 310 of the Only War CRB. There are also trait changes, weapon quality changes and conversion rules on the next few pages after that. We will be using these as well.]

As well as using the updated skills, we will also be using their updated level names.
- Unknown: attempts to use basic skills that are unknown to your PC can be attempted at -20
- Known: skill tests at +0
- Trained: skill tests at +10
- Experienced: skill tests at +20
- Veteran: skill tests at +30

House Rules

This is a living list and may be subject to changes.

- Rapid Reload (Talent amendment): Rapid Reload now only applies to weapons in which the PC has training in. If you do not have training in a weapons system and attempt to reload it, regardless of if you have the Rapid Reload talent, the reload time remains as listed in the weapon profile.
++ ANY talent that modified combat, such as Rapid Reload, will now only benefit players as long as they have the proper weapon's training to go with it. For example, Deadeye and Sharpshooter will only negate the penalties of called shots when using weapon's systems that the PC is proficiently trained with.

- Suppressing Fire (Rules amendment): PCs in cover gain a +30 bonus to their WP test to resist pinning. Once pinned, in contrast to the RAW, PCs and NPCs have the option to flee the source of their suppression in addition to looking for cover and taking half moves, should they choose. If they opt to do this, they run at their fastest speed away from the source of the suppression and cannot do anything else that turn - even looking back. The enemy receives a free round of actions against them taking -20 to BS against them as well as +20 to WS against them. Pinned characters must then regroup at the last "safe" place.

- Hatred (Talent amendment): Hatred now applies a +10 bonus to hit to both WS tests AND BS tests against the hated enemy.

- Weapons Training (for Vehicles): When operating a vehicle-based weapon, players with half of the trainings necessary (for instance having Las training but not Heavy training when operating the Multilaser) will suffer a -10 penalty to fire rather than the -20 penalty that is required when having no training at all. This way, characters familiar with the kick of a bolt, but not the balance and weight of a heavy bolter can still operate the weapon somewhat effectively.

- Jaded (Talent clarification): PCs with the Jaded talent will never need to test WP against Fear (1) creatures/conditions as these are listed as "mundane" on pg. 305 of the CRB. They will still have to test fear as normal against creatures/conditions with Fear (2) or higher.

- Vehicle Hatches (House Rule): Players will need to spend a half action to shut and lock hatches/doors on all vehicles they are riding in. If they do so, they will not be able to simply jump out of the vehicle should it catch fire or take catastrophic damage; however, if they do not, enemies will be able to open the doors and breach the vehicle with ease. This will be up to the players - if no one voices their intent to do this, it will always be assumed that the vehicle is unlocked.

- Ork Dispersion Grenades: In addition to their normal rules (anti-plant grenades), OD grenades now also remove any Unnatural Toughness bonuses from Orks and Ork kind. In addition to this, Orks exposed to the gasses must pass a -10 Toughness test or gain a level of fatigue.

- Attacking Vehicle Motive Systems: Attacking a vehicle's tires/wheels (provided the vehicle has tires to target) will require a called shot. This may be subject to change depending on the type of tire a vehicle has. Destroying a tire will cause the operator of a vehicle to suffer -10 to operate tests/tire as well as reduce the movement of the vehicle by 25%/tire destroyed (assuming the vehicle has four tires total). Furthermore, if in motion when the tire is destroyed, the operator will have to make an immediate -10 operate test or go out of control on the following round.

- Snap-firing (Spray and Pray): A character who is sheltering behind enough cover that it could conceal their entire body may opt to Snap Fire when making shooting attacks. The character essentially only holds their weapon out of cover and fires in a general direction. Doing so results in a -20 BS penalty to hit anything in the area. Subsequently, all shots at the shooter suffer a -20 BS penalty until the start of the shooter's next turn (essentially a called shot on their exposed hand). This attack cannot be used in conjunction with an Aim action.

- Dodging/Parrying (Rules Amendment): DoS will only come into play when dodging full auto fire/Swift and Lightning attacks or using parry vs a WS standard attack.

- Called Shot (Head) (Rules Amendment): Successful called shots to the head will extend the Righteous Fury range to 9 or 10.

- Sneak Attacking (new rule): When a successful opposed silent move test places a PC/NPC in melee range of an enemy, damage will be resolved as follows: the attacker will gain a free called shot and a free RF on a successful attack roll. Troop-level enemies will die outright, but elite/master level enemies will suffer damage as normal.  This rule can also be used against PCs. Furthermore, some troop-level enemies with unnatural toughness will not die outright at GM discretion.

- Prone (movement/stance amendment): Aside from the standard prone conditions (-20 WS, -20 Evasion; +20 WS vs prone opponent), when lying prone, PCs and NPCs will gain +10 BS when firing due to the more supportive nature of the firing position and heavy weapons will be counted as braced. Furthermore, ranged attacks vs. a prone target will be at -10 BS due to their smaller profile; Falling prone is a free action. Standing up again is a half action.

- Mono-edge (upgrade amendment): Weapons gaining the mono-quality no longer have a static pen 2. Instead, they add (+2) to the existing pen of the weapon.

- Cover (rule clarification): When attacking an opponent in cover, any damage value that surpasses the armor of the cover will be transferred to the target. Furthermore, the armor value of the cover will be reduced by 1/2 the damage that was able to get through. For example, there is an enemy behind a rockrete wall (8 AP). You fire and do 10 damage with 4 penetration, so 6 total damage gets through the wall to the enemy behind. Furthermore, the wall is reduced from 8 AP to 5 AP (since half of 6 is 3).

- Influence (new rule): This mechanic will work much in the same way as it does in Dark Heresy 2. As the team does more heroic deeds and accomplishes more missions, more people within the Empire will have heard of the unit and the prestige that comes with being a part of it; they will not necessarily know your PC personally. This will have in-game ramifications with who notices you, what pull you have, and the types of gear you can requisition. It will also be the determining characteristic to determine whether or not you can acquire certain gear.

- Vehicles and Initiative (rule amendment): The skill of a driver has an important implication for how quickly a vehicle responds in combat, with more skilled drivers having an important edge over less skilled drivers. A character with Drive or Pilot +10 adds +1 to their Initiative roll when controlling a vehicle, whilst characters with Drive or Pilot +20 adds +2 to their Initiative roll when controlling a vehicle.

- XP Milestone System: Every 5,000xp earned represents a "milestone." For context, in the old rules Ranks 2 and 3 represent the first milestone (4,00xp earned). Ranks 4 and 5 represent the second milestone (8,000xp earned), and so on. In other words, your squad mode improvements come into play at a certain amount of XP earned rather than being based on rank which no longer applies. Anytime a rule references rank as a determining factor for something, please consult the following chart:

・5,000 - 9,999 XP = Rank 1
・10,000 - 14,999 XP = Ranks 2 and 3 [1st XP milestone]
・15,000 - 19,999 XP = Ranks 4 and 5 [2nd XP milestone]
・20,000 - 24,999 XP = Ranks 6 and 7 [3rd XP milestone]
・25,000 - 30,000 XP = Rank 8 [4th XP milestone]

*** These rules will be playtested and subject to removal if they are deemed unecessary/overpowered.

Tau Specific

Pulse Accelerator (gear amendment): In addition to increased range, to account for the increased velocity of the pulse particles, all attacks within close range will add 1/2 PC's BS bonus (rounded down) to penetration. Ex: a PC with a BS of 51 would add +2 pen to an attack with a pulse accelerator at close range.

Shield Generators (rule amendment): Tau shield generator technology will be treated along the same lines as Void shields for Titans (in the Rites of Battle Deathwatch book). Shield generators will be assigned a Shield Point value which will act as a buffer for the PC benefitting from the shield generator. Shield Points will soak an amount of damage equal to their value (with penetration and special weapon qualities not being accounted for); damage in excess of the Shield Point value will then be transferred to the target (and penetration/special weapon qualities will function as normal). If a shield generator takes an amount of damage equal to or in excess of double its Shield Point value in a single round, it will overload. A Full Action Difficult (-10) Tech Use test is required to reboot an overloaded shield generator.

    ・Shield Drone: 12 SP・Riptide Shield Generator: 25 SP


Fire Warrior Combat Armor (gear amendment): Combat armor will now offer 7 AP to the wearer's off-hand arm to reflect the reinforced shoulder pauldron fielded by all Tau Fire Warriors. In addition to the increase in AP, any time a PC wearing Tau Combat Armor is the subject of a non-called shot head shot, roll 1d10. On a 7-10, the shot hits the 7 AP shoulder pauldron instead.

Heavy Rail Rifle (updated weapon stats): Heavy; 300m; S/-/-; 4d10+10 I, Pen: 15; Magazine: 10; Reload: 2 Full; Felling (4), Proven (3), Reliable, Vengeful (Cool.
- The Heavy Rail Rifle can also be loaded with Submunition Rounds: 2d10+5 X, pen 5; Blast (6) -OR- Kai'ju Hunter Rounds: 4d10+12 I, Pen: 15; Magazine: 1, Reload: 2 Full; Felling (5), Lance, Tearing, Vengeful (7).

Rail Rifle (weapon amendment): Add Reliable and Vengeful (9) weapon special quality.


New/Updated Skills & Talents

Tau Marine Training (new talent; Tier 1, Agility and General): Tau Marines train extensively for ship based combats and are skilled in boarding actions and the variety of environments and perils such engagements can bring. They think nothing of fighting in micro or zero gravity environments as well as the hard vacuum of space or the scorching cold of the void. They also understand how their weapons work in such environments. When fighting in space environments (those with low or nonexistent gravity and with varying degrees of atmosphere and pressure), the PC halves all Test penalties resulting from environmental effects.

Advanced Tau Marine Training (new talent; Tier 2, Agility and General. Pre-req: Tau Marine Training): The Tau Marine has perfected his zero-gravity fighting skills and ignores all penalties to tests caused by space environments. In addition to this, the Tau Marine not only is no longer impeded by space environments and variable gravity but has learnt to use it to his advantage and never suffers a reduction to his movement from such environments.

Tau Marksmanship Talent
- Tau players will have access to Rifle Marksman and Pistol Marksman. Both have the same effect, and all Tau (Except Breachers) start with at least one of the two (your choice), at chargen. The other can be taken for +100 XP.

Reaper Medicae Training (new talent; Tier 2, Intelligence & Knowledge): The Tau Empire consists of numerous auxiliary species who have joined the fight for the Greater Good. Some of these aliens are even good enough to be inducted into the ranks of the elite Reaper units. Due to their various physiology, advanced medicae techniques must be learned in order to treat them should they be injured in combat. A character with this talent no longer suffers the -20 medicae penalty for medicae tests on species other than its own kind.

Tactics (Int) (New Skill; Aptitudes: General & Knowledge): Skill Groups: Air Combat, Armoured Tactics, Assault Doctrine, Defensive Doctrine, Orbital Insertion Procedures, Recon and Stealth, Void Combat; Drone Warfare, Kauyon, Mont'ka (very flexible; talk with me about ideas for tactics).

    Tactics is the practical application of military knowledge in the field of battle. It differs from the various Lore Skills in that it relates directly to "on the ground" combat maneuvers and actions rather than a broad theoretical or strategic view of warfare. It also differs from the Command Skill in that Command allows the direction of troops but does not grant any special knowledge in how best to use them. A character can use Tactics at any time when he wants to determine the best military course of action in a combat. This could be anything from the best position to suppress an entrenched enemy before an assault to picking a good landing zone when coming in under fire. Failing a Tactics (Assault) Test, for example, might mean facing a concentration of a defending force or hitting a stronger line of fortifications. A more detailed look at Tactics can be found on pg. 105 of the Deathwatch CRB.
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