House Rules
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House Rules
The following extra rules will be used for the Deathwatch game.
Please feel free to offer feedback after a few sessions on what rules worked, what did not, and any comments on what could be improved and how if you have an ideas
I hope to invite other GM's to utalise these rules in their games once we have tested them
Armour Damage: "For the purpose of damaging or impairing armor, the combined damage and penetration value must equal or exceed double the armor points on the hit location. When this occurs, the armor points on the hit location are decreased by 1 with an additional 1 point of reduction for each (X) points of excess combined damage and penetration above the target number, where (X) equals the armor on the location"
Critical Hits.
A critical hit is the result of a truly perfect shot/strike.
A critical hit proks when the dice roll a 5 or less.
1: Head
2: Arm
3, 4: Body
5: Leg
A critical hit may be evaded, however there is a penalty to the evasion equal to -5 for every degree of success.
On a critical hit, in addition to normal damage, the player rolls a D5 on the crit table, and adds any talents that modify crit damage that the player or the target possesses.
This damage is true critical damage, even tho the target may have wounds left.
Critical effects sustained whilst the target still has wounds may not kill the target, at the GMs discretion, instead such wounds will cause blood loss, even if the target would be otherwise immune to blood loss.
Experience Training: It takes extensive time and training to master the skills needed to be a true angel of death. One does not simply master something overnight.
Experience Training represents the time it takes from acquiring a skill, talent or anything you can spend experience on, to truly mastering that advance level, and moving on to new advances.
Any prerequisite for anything you can spend experience on, must be possessed for one Month of in game time, before it is considered valid as a prerequisite.
At the GM's Discretion, any amount of reasonable time spent in dedicated training may speed this up, such as a Fortnight spent traveling threw the warp where the marines have nothing better to do than train or study.
For Example, if you have just purchased a Strength Advance, upgrading your Str to 45, you must wait a month or train before you may purchase another Strength advance, or purchase talents that require your new Strength Value, such as Bulging Biceps.
Likewise if you buy trained in a skill, you must wait to purchase +10 in that skill, or a talent that requires that skill.
This rule is universal and applies to Psy Rating, or repeat talents such as Sound Constitution.
This rule allows me to hand out more Experience, and encourages the players to use this on a variety of differing things. This should result in more balanced characters that still grow noticeably more powerful each session, without becoming too overpowered in a particular field after only a few sessions.
The other options were to simply slow down the experience rate, but i don't want to do that as i feel players should be aptly rewarded for their epicness, Or to scale up baddy's to exploit the Party Weaknesses, which is no fun for you, id rather encourage the players to use their chosen ability's and make them count.
=I=Cleaned up the forum a bit for ease of future discussion=I=
Please feel free to offer feedback after a few sessions on what rules worked, what did not, and any comments on what could be improved and how if you have an ideas
I hope to invite other GM's to utalise these rules in their games once we have tested them
Armour Damage: "For the purpose of damaging or impairing armor, the combined damage and penetration value must equal or exceed double the armor points on the hit location. When this occurs, the armor points on the hit location are decreased by 1 with an additional 1 point of reduction for each (X) points of excess combined damage and penetration above the target number, where (X) equals the armor on the location"
Critical Hits.
A critical hit is the result of a truly perfect shot/strike.
A critical hit proks when the dice roll a 5 or less.
1: Head
2: Arm
3, 4: Body
5: Leg
A critical hit may be evaded, however there is a penalty to the evasion equal to -5 for every degree of success.
On a critical hit, in addition to normal damage, the player rolls a D5 on the crit table, and adds any talents that modify crit damage that the player or the target possesses.
This damage is true critical damage, even tho the target may have wounds left.
Critical effects sustained whilst the target still has wounds may not kill the target, at the GMs discretion, instead such wounds will cause blood loss, even if the target would be otherwise immune to blood loss.
Experience Training: It takes extensive time and training to master the skills needed to be a true angel of death. One does not simply master something overnight.
Experience Training represents the time it takes from acquiring a skill, talent or anything you can spend experience on, to truly mastering that advance level, and moving on to new advances.
Any prerequisite for anything you can spend experience on, must be possessed for one Month of in game time, before it is considered valid as a prerequisite.
At the GM's Discretion, any amount of reasonable time spent in dedicated training may speed this up, such as a Fortnight spent traveling threw the warp where the marines have nothing better to do than train or study.
For Example, if you have just purchased a Strength Advance, upgrading your Str to 45, you must wait a month or train before you may purchase another Strength advance, or purchase talents that require your new Strength Value, such as Bulging Biceps.
Likewise if you buy trained in a skill, you must wait to purchase +10 in that skill, or a talent that requires that skill.
This rule is universal and applies to Psy Rating, or repeat talents such as Sound Constitution.
This rule allows me to hand out more Experience, and encourages the players to use this on a variety of differing things. This should result in more balanced characters that still grow noticeably more powerful each session, without becoming too overpowered in a particular field after only a few sessions.
The other options were to simply slow down the experience rate, but i don't want to do that as i feel players should be aptly rewarded for their epicness, Or to scale up baddy's to exploit the Party Weaknesses, which is no fun for you, id rather encourage the players to use their chosen ability's and make them count.
=I=Cleaned up the forum a bit for ease of future discussion=I=
Last edited by Comander.c on Sun Jan 25, 2015 12:29 am; edited 3 times in total
Comander.c- Admin
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Join date : 2015-01-05
Re: House Rules
Sounds good to me. I like the increments of armour value extra damage thing too - it emphasises even the slight difference between different marks of armour.
Skits- Admin
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Re: House Rules
Normal Righteous Fury rules still apply, this is an additional rule
Comander.c- Admin
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Re: House Rules
Comander.c wrote:Normal Righteous Fury rules still apply, this is an additional rule
Most. Excellent.
Dingo- Level 2 Adventurer
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Re: House Rules
So here are the alternate crit rules I was planning on testing.
Basically take the WFRP critical effect system and mash it with ordinary 40K Righteous Fury. A 10 is a critical hit and you roll 1d5 as normal. However, talents and other abilities that add to or subtract stuff from critical damage is applied in this instance and is not excluded (eg. Street Fighting, True Grit). These modify the end result of the 1d5 roll.
Using this end result, you then roll 1d100, add the Toughness score of the person suffering the critical, and consult a table in the WFRP rulebook. I'll probably look to amend this table as the original one was a bit unforgiving. This determines the final critical result which doesn't always mean that it's the same as the initial 1d5 roll.
For instance, a critical is rolled against a standard Imperial Guardsman and the 1d5 result is a 4. Using this 4, we consult the table and roll 1d100 + the Toughness score of the Guardsman (35). A roll of 29 plus 35 results in 64 which, according to the table under the Critical Value (4) column is a final critical hit of a 7.
That's just something I'm going to look at trying out. Your rules look to be pretty spot on for what you're aiming for in game.
Basically take the WFRP critical effect system and mash it with ordinary 40K Righteous Fury. A 10 is a critical hit and you roll 1d5 as normal. However, talents and other abilities that add to or subtract stuff from critical damage is applied in this instance and is not excluded (eg. Street Fighting, True Grit). These modify the end result of the 1d5 roll.
Using this end result, you then roll 1d100, add the Toughness score of the person suffering the critical, and consult a table in the WFRP rulebook. I'll probably look to amend this table as the original one was a bit unforgiving. This determines the final critical result which doesn't always mean that it's the same as the initial 1d5 roll.
For instance, a critical is rolled against a standard Imperial Guardsman and the 1d5 result is a 4. Using this 4, we consult the table and roll 1d100 + the Toughness score of the Guardsman (35). A roll of 29 plus 35 results in 64 which, according to the table under the Critical Value (4) column is a final critical hit of a 7.
That's just something I'm going to look at trying out. Your rules look to be pretty spot on for what you're aiming for in game.
Re: House Rules
Yeah it's adding an extra step in the critical calculation but it does create circumstances where a seemingly weak critical can result in dire effects. Needless to say, if I use these rules they'll only apply fully to PCs and notable enemies and not fodder. The fodder won't get the Toughness score added to the roll.
Higher rolls result in a less severe critical so against an enemy, lower is better. Hence why the Toughness score adding on reduces the potential critical.
Higher rolls result in a less severe critical so against an enemy, lower is better. Hence why the Toughness score adding on reduces the potential critical.
Re: House Rules
Dingo wrote:Comander.c wrote:Normal Righteous Fury rules still apply, this is an additional rule
Most. Excellent.
Oh yeah, figured I should ask if we're doing OW or DW style of Righteous Fury? I'm assuming OW as exploding dice get a bit silly.
Re: House Rules
Popdart5 wrote:Dingo wrote:Comander.c wrote:Normal Righteous Fury rules still apply, this is an additional rule
Most. Excellent.
Oh yeah, figured I should ask if we're doing OW or DW style of Righteous Fury? I'm assuming OW as exploding dice get a bit silly.
Exactly, that's also why i wanted crits, to replace that potential devastating hit that was lost in the change from the old system.
Just not the old system, it borked with marines.
Comander.c- Admin
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Re: House Rules
Beta 0.2 for narrative encounters.
Basically in order to not get bogged down on every little fight the marines may come across in a hostile zone, whist still maintaining the atmosphere of constant battle over long periods, i'm working on narrative rules for encounters. basically a way to represent all the small skirmishes a kill team would come across during travel time, the ones that in all honesty, a team of marines will just roflstomp thru. The encounters may even start to get heavy if the team were to try cut a swath thru more heavily populated places, and this would allow me to run that without spending two million sessions on the team cutting a bloody swath over the course of days or weeks of game time.
The general jist of it.
The team decides on their path, and find out how long the travel will take. First a Nav Check is rolled by the teams chosen navigator, and a time of travel is set.
For each increment of time (usualy a day, but possibly weeks or more depending on the situation) I set a enemy Concentration value. This is the amount of enemy's the team is likely to encounter.
This may be reduced by a team stealth roll, Or increased if they flub the roll, But using stealth this way will double the teams travel time.
The teams commander can then make an opposed Tactics check (the exact skill is open for debate) which will further reduce the enemy concentration.
If the team did amazingly, and there is no concentration left, the team made it thru without trouble, easily butchering the foe with blades and their own weapons. If the concentration gets into negs, the team may even find some useful supply's!
Any remains of the concentration, and there will usually be some remaining, represents foes the team had to fight between locations, per day (or more, depending. its easy to tomes the number by 7 and do it by weeks). These points the players must spend ammo, health, Armour damage and so on to reduce to 0.
An example of an average foe: 100 concentration, representing about 50 traitor guardsmen expected to be encountered along the teams path.
The party uses stealth. They also use an auspex, granting +10 but slowing them, A Stummer, Granting +30 to cancel out the -30 from power armor, and the terrain is a noisy manufactorum district, granting +20. Total stealth of +30, the players total 7 Net successes. The enemy are traitor guard with auspexes, and get 2 successes on Awareness, leaving the players with 5 Net successes reducing the enemy force by 25% down to 75, sneaking past defended positions and silently taking out sentry's and patrols. (Note the exact % reduced will vary with party size, but 5% will be average for a 5 man team. )
(This Step is WIP, any suggestions welcome)The Kill Teams commander then makes an opposed Lore: Codex check, winning the roll with 3 successes, reducing the foes effective concentration by 30% of the original number, down to 45, outflanking the enemy positions and forcing them to fight in bottlenecks.
The exact effect of taking down the remaining foes in the Kill Teams way is up to the players. They have 45 points, best divided into 9 points per player. This is effectively damage to munitions, armour or health received during travel. The exact form this takes, im open to leaving up to the players. Different effects will reduce the points by different amounts, as listed below.
Ammunition: The base cost is the ammunitions average damage+penetration (assume you rolled All 5's, or 7n's if the weapon has tearing) rounding down to the nearest 5. Divide the final number by 10. some weapon types modify the number further, such as blast or spray.
Blast - Multiply the points by the blast value.
Spray - Multiply the points by 1/5 the weapons range.
Scatter - Add the bonus 3 scatter damage only if the situation is in close quarters, such as on a space hulk or other vessel, or in a building.
Examples - Astartes Bolter Ammunition D10+9, Pen 4. =7+9+4 = 20. 2 points.
- Astartes Assault Shotgun D10+10 pen 4, scatter(counts extra damage in close quarters.) 5+10+4+3*= 19 or 22* = 1.5 or 2 if in close quarters environment.
- Lasgun. D10+3. 5+3=8 = .5
- Astarte Frag Grenade. 2d10+2, blast 4. 5+5+2 =12 = 1 X 4 = 4 Points.
- Astartes Flamer d10+9 pen 4 =5+9+4 = 18 = 1.5 points x 4 (20/5) = 6
- Astartes Heavy Flamer D10+12 pen 6. 5+12+6 = 23 = 2 points X 6 = 12
- Astartes Laz Cannon: 5d10+10 Pen 10, 25+10+10 = 45= 4.5
Armor: The effects of wading in and killing with chain-blade and fist is usually wear and tear on armor, but this could just as likely be from a bolter assault or lucky enemy shot. 1 armor point is worth 10 points, must be taken from the highest armor value the marine is wearing. Shields or other such extra protection counts for 5 points.
Psy powers(still mulling over this one): Will Bonus x Effective PR, must pass a focus test.
Health: 1 wound is worth 1 point, 1 long term wound (has already been given first aid and must heal naturally) is worth 5.
Basically in order to not get bogged down on every little fight the marines may come across in a hostile zone, whist still maintaining the atmosphere of constant battle over long periods, i'm working on narrative rules for encounters. basically a way to represent all the small skirmishes a kill team would come across during travel time, the ones that in all honesty, a team of marines will just roflstomp thru. The encounters may even start to get heavy if the team were to try cut a swath thru more heavily populated places, and this would allow me to run that without spending two million sessions on the team cutting a bloody swath over the course of days or weeks of game time.
The general jist of it.
The team decides on their path, and find out how long the travel will take. First a Nav Check is rolled by the teams chosen navigator, and a time of travel is set.
For each increment of time (usualy a day, but possibly weeks or more depending on the situation) I set a enemy Concentration value. This is the amount of enemy's the team is likely to encounter.
This may be reduced by a team stealth roll, Or increased if they flub the roll, But using stealth this way will double the teams travel time.
The teams commander can then make an opposed Tactics check (the exact skill is open for debate) which will further reduce the enemy concentration.
If the team did amazingly, and there is no concentration left, the team made it thru without trouble, easily butchering the foe with blades and their own weapons. If the concentration gets into negs, the team may even find some useful supply's!
Any remains of the concentration, and there will usually be some remaining, represents foes the team had to fight between locations, per day (or more, depending. its easy to tomes the number by 7 and do it by weeks). These points the players must spend ammo, health, Armour damage and so on to reduce to 0.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Example
An example of an average foe: 100 concentration, representing about 50 traitor guardsmen expected to be encountered along the teams path.
The party uses stealth. They also use an auspex, granting +10 but slowing them, A Stummer, Granting +30 to cancel out the -30 from power armor, and the terrain is a noisy manufactorum district, granting +20. Total stealth of +30, the players total 7 Net successes. The enemy are traitor guard with auspexes, and get 2 successes on Awareness, leaving the players with 5 Net successes reducing the enemy force by 25% down to 75, sneaking past defended positions and silently taking out sentry's and patrols. (Note the exact % reduced will vary with party size, but 5% will be average for a 5 man team. )
(This Step is WIP, any suggestions welcome)The Kill Teams commander then makes an opposed Lore: Codex check, winning the roll with 3 successes, reducing the foes effective concentration by 30% of the original number, down to 45, outflanking the enemy positions and forcing them to fight in bottlenecks.
The exact effect of taking down the remaining foes in the Kill Teams way is up to the players. They have 45 points, best divided into 9 points per player. This is effectively damage to munitions, armour or health received during travel. The exact form this takes, im open to leaving up to the players. Different effects will reduce the points by different amounts, as listed below.
Ammunition: The base cost is the ammunitions average damage+penetration (assume you rolled All 5's, or 7n's if the weapon has tearing) rounding down to the nearest 5. Divide the final number by 10. some weapon types modify the number further, such as blast or spray.
Blast - Multiply the points by the blast value.
Spray - Multiply the points by 1/5 the weapons range.
Scatter - Add the bonus 3 scatter damage only if the situation is in close quarters, such as on a space hulk or other vessel, or in a building.
Examples - Astartes Bolter Ammunition D10+9, Pen 4. =7+9+4 = 20. 2 points.
- Astartes Assault Shotgun D10+10 pen 4, scatter(counts extra damage in close quarters.) 5+10+4+3*= 19 or 22* = 1.5 or 2 if in close quarters environment.
- Lasgun. D10+3. 5+3=8 = .5
- Astarte Frag Grenade. 2d10+2, blast 4. 5+5+2 =12 = 1 X 4 = 4 Points.
- Astartes Flamer d10+9 pen 4 =5+9+4 = 18 = 1.5 points x 4 (20/5) = 6
- Astartes Heavy Flamer D10+12 pen 6. 5+12+6 = 23 = 2 points X 6 = 12
- Astartes Laz Cannon: 5d10+10 Pen 10, 25+10+10 = 45= 4.5
Armor: The effects of wading in and killing with chain-blade and fist is usually wear and tear on armor, but this could just as likely be from a bolter assault or lucky enemy shot. 1 armor point is worth 10 points, must be taken from the highest armor value the marine is wearing. Shields or other such extra protection counts for 5 points.
Psy powers(still mulling over this one): Will Bonus x Effective PR, must pass a focus test.
Health: 1 wound is worth 1 point, 1 long term wound (has already been given first aid and must heal naturally) is worth 5.
Comander.c- Admin
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Join date : 2015-01-05
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