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We know it's a beta and they're listening to feedback, but what houserules are you using in your game right now?
Other than Homeworlds I'm doing:
Scatter gives an additional hit for every two degrees of success in short range. At PBR I'm debating whether they do Tearing or deal an additional hit per DoS.
Bipods give +5 BS when braced. Tripods give +10 when braced. When using a Bipod or Tripod, Suppressive fire is only -15 and -10BS respectively instead of -20 from Suppressing Fire.
Called Shots are the Dark Heresy version. As in, -20BS/WS to attack a specific location. You CAN autofire/swift attack a specific location, but it still follows the Multiple Hits Charts (IE: five shots from full auto on Called Shot: Body won’t all go on the Body). Note that you cannot use Called Shot for All-Out Attack.
Point Blank Range is now within 2-3m instead of 2m.
Carry/Lift/Pull weight is SB+TB+2, not SB+TB
For Regiment Generation, when getting an additional item, roll 1d10 if it’s for grenades or 1d5 for Clips. You get that many per purchase.
Storm Troopers get finesse in BS, since they kinda suck for shooting without it.
Commissars get Fellowship aptitude because why the hell don’t they have that?
If it doesn't say how many Clips you have for the equipment you get for specialty, assume you get 2 spare clips.
Everyone starts with a Sharpened Entrenchment Tool.
Debating whether to allow Minions to actually attack.
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Wait, when is the last time you've heard of a Commissar who was likeable? Or charming? Aside from the free RPG day lady, who has a few ranks in Charm… which would be up to the player of that character.
Anyways, they've got plenty of Aptitudes. I'm not really for or against adding in a Fellowship Apt, just the idea of anyone getting along with a Commissar seems highly uncharacteristic in 40k. There have to be talents that make fearing your superior officer, well, y'know, better at making the leader command the soldiers, fall in line. IDK, I'm writing this way too late in the morning.
I just hope I'm not the only one who noticed the Commissar's talent "choices:" Chem Geld or Unshakable Faith. Speaks volumes to me of 40k, and how it mirrors some of our cultures ;)
I keep track of my campaigns on obsidian portal, some more than others… same screen name if you're interested in hunting down the game logs etc
jordiver2 said:
Wait, when is the last time you've heard of a Commissar who was likeable? Or charming? Aside from the free RPG day lady, who has a few ranks in Charm… which would be up to the player of that character.
Except Fellowship doesn't just show likeable someone is, to quote the rules, "A characters ability to interact with others, and represents his ability to charm, command, or deceive ". Command relies on Fellowship, the Terrify special use is exactly what many people think of for Commissars, someone the Guardsmen are more afraid of than the enemy. Clearly this makes Fellowship vital to the core of what the Commissar is, hence why it would make sense for him to have an apptitude in it, obviously he'd have to lose another one to balance it out but it seems, to me at least, to be a needed change.
jordiver2 said:
Wait, when is the last time you've heard of a Commissar who was likeable? Or charming? Aside from the free RPG day lady, who has a few ranks in Charm… which would be up to the player of that character.
Commissar Cain…. And Gaunt too.
And Yarrick.
Without Signature
Note that alot of that can be abstracted out as situational bonuses to the command test
"+30 Followers have high morale or commands are very simple to follow."
If a commissar is doing their job, they won't need to get their command/fellowship too high.
Pretty sure a bolt pistol to their face is at least worth a +20 situational modifier.
Each Lasgun (save hotshot) and pump action shotgun get the Melee Attachement upgrade for free…
Reason: My player know they are royaly *censure* when they here the order…FIX BAYONETS!!!
"A dirty mind is a joy forevera terrible thing to waste"
"Innocence Proves Nothing"
docs.google.com/document/d/1kCmPqlXb5QWJS1cyYPkTx1mAXEO3SdwnyG3O3O_ZjqE/edit
Here's a collection of some made off of a message board and FFG
Moved to this location
Lets take this opportunity to expand on the rules a little. Just as a suggestion.
Remember those chapter specific special weapons in DW? What if regimental favoured weapons were something more like that. Except not so much of a relic, more regiment specific, and less special. Tieing directly in with the favoured weapon ethos. Because lets be clear. If this game is any less cool than DW. It would be a wast.
How about this: At the start of the requisition roll for a regimental favored weapon they get a +3 (baring in mind the +10 for well-provisioned doctrine). They then get to roll however many times (1-2) on the 'weapon histories table'. Similar to the "armour histories table" in DW.
You could also put a section describing that if the character has already used his weapon in a previous campaign he may select one and only one "weapon history" from the table.
These rules will be distinct form the weapon customisation rules as they could be dependent on terrain (trench, jungle etc) or do things like give a +3 initiative bonus. However weapon quality should probably stay unchanged.
Afterall, if theres anything that should have a history in an imperial guard regiment, its heavy and assault weapons.
This will make them extra valued by the squad, and should they be lost grave consequences will ensue.
Without Signature
I wrote up some additional Orders for Comrades (thread can be found in the Game Mechanics) subforum but I haven't had a chance to test them out in actualy play yet.
Besides that I've changed Called Shots back to their DH variant and jams don't force you to reload your weapon (but if you have the Quick Release customization on the weapon it does).
Made these rules for a character a while back based on the one in dawn of war. It would be awsome if fantasy flight included it as a relic similar to deathwatch in the game. It would be even DOUBLE awsome if they commissioned art of a Commissar wielding it, as these things seem as if they were meant to be wielded by the black coats!

Name: Class, Range, Damage, Penetration, Special, Availability
Arm mounted powerclaw: Melee , 1d10+2R, 3, Proven (3), Tearing, 5kg, Near Unique
Thrice bladed power assisted extensible claws. While not power weapons per-sey, the lethality of the 3 extending blades within each forearm is considerable, and the bane of any non armoured foe. Only matched by lightning claws themselves, which are usually too cumbersome for normal humans and the preserve of the astarties. A lightning claw is the favoured weapon of the emperor himself and a clear indication of the emperors authority vested in that officer to other nobles, much less the positive effect on guard morale when they are in full view. For this reason, it is unlikly to be seen in the hands of any heretic any time soon. It is not uncommon for them to bear art detailing imperial creed, specific regimental insignia, or heraldry. It is easy to see why any senior officer or nobles would pay private artisans large sums to have one in there possession.
They do an additional +1 point of damage for every degree of success. If they are used as a pair, this increases to +2 points of damage. They provide AP6 armour to the arm wearing them. They permit the officer to use both hands freely, but when making an attack they must decide which weapon they will do it with. However, no balanced weapon can be used by the same hand which has the powerclaw with primary weapon attached, as it is allready too heavy.
They also may come made with a permanently attached primary weapon, usually a storm bolt pistol, but others can be attached by the artisan, which must be bought separately first. ReplacingModifying the weapon in the field requires a (punishing -50) armourers test to avoid damaging it.
Name: Class, Range, RoF, Damage, Penetration, Clip, Rld, Special, Wt. Availability
Storm Bolt pistol: Pistol, 30m, S/2/-, 1d10+5, 4, 12, 2full, Tearing, 6kgs. Near Unique.
Without Signature
Spending a fate point to staunch the Blood Loss effect. It stinks to die from a righteous fury attack, and just happen to lose that roll next turn.
Tbere definitely need to be way more types of lasguns. I can think of a few.
Ryza pattern 'las lance'
Basic 90m S/2/- 1d10+3E 0 80 3Full Reliable, Unbalanced 3kg Scarce
Termed las lance because it uses a large focusing lense and a proprietary beam which focuses to a point. Thus the closer the guardsman is to the target, the larger the beam and the more energy is delivered. It is thought that it was designed this way to eliminate the need for a fixed bayonet. For this reason the weapons magazine is securely fixed so that it will not be removed at point blank range.
At half the standard range the laspike deals 1d10+4. At point blank range it deals 1d10+4 ap1. It uses a special pattern charge pack which is not exchangeable with ther las packs and require an armorers tool to remove. If the guardsman is an armorer, it changes to 1full. This gun does not comply with rapid reload skill.
Without Signature
My "house rules" so far…
All Specialties and Support Specialties gain Common Lore (Imperial Guard) as a starting skill if they don't already have it.
Sergeants gain Common Lore (War) as a starting skill.
The Covering Fire sweaping order is changed to Cover Me, a general order any PC can give to his Comrade granting the PC a +10 Dodge bonus.
Without signature
Our group's going to be scrapping the One/Zero aptitude costs in favor of the Allied/Opposed values in Black Crusade. Paying two and a half times the base cost for something you're not trained for is a penalty enough, no need to go all the way to 5x like OW did. None of us were too fond of the illusion of choice the aptitude/alignment system got turned into.
Also Las Weapons get Variable Settings back and Weapon Tech applicable.
Overheat gained through settings/flaws does not ignore AP. This includes Stormfield weapons, overload las settings, etc, but not weapons that 'start' with it in their default modes such as Plasma. Of course, an overheating lasgun has far less Pen and Damage in the first place anyways.
Standard Las
High: +1 Damage +2 Pen, Ammo use Doubled.
Overload: +2 Damage +4 Pen, Ammo use Tripled, Reliability -1 [reliable loses it, non-reliable becomes unreliable, unreliable gains overheat]
Hell Weapons
High: +2 Damage +2 Pen, Ammo use Doubled
Overcharge Pack: +1 damage, 75% capacity. Adds +1m, +2 damage and pen to charge pack explosion values if detonated [this is mostly a cook-off penalty]
Hot-Shot Pack: +2 damage +2 pen, Clip 1, adds tearing, non-variable[obviously], catastrophic incompatibility with Overheating [it explodes like an overcharge]
Kiton said:
Our group's going to be scrapping the One/Zero aptitude costs in favor of the Allied/Opposed values in Black Crusade. Paying two and a half times the base cost for something you're not trained for is a penalty enough, no need to go all the way to 5x like OW did. None of us were too fond of the illusion of choice the aptitude/alignment system got turned into.
Also Las Weapons get Variable Settings back and Weapon Tech applicable.
Overheat gained through settings/flaws does not ignore AP. This includes Stormfield weapons, overload las settings, etc, but not weapons that 'start' with it in their default modes such as Plasma. Of course, an overheating lasgun has far less Pen and Damage in the first place anyways.
Standard Las
High: +1 Damage +2 Pen, Ammo use Doubled.
Overload: +2 Damage +4 Pen, Ammo use Tripled, Reliability -1 [reliable loses it, non-reliable becomes unreliable, unreliable gains overheat]
Hell Weapons
High: +2 Damage +2 Pen, Ammo use Doubled
Overcharge Pack: +1 damage, 75% capacity. Adds +1m, +2 damage and pen to charge pack explosion values if detonated [this is mostly a cook-off penalty]
Hot-Shot Pack: +2 damage +2 pen, Clip 1, adds tearing, non-variable[obviously], catastrophic incompatibility with Overheating [it explodes like an overcharge]
I used something similar with my DH group. We also established that Hell Weapons can use normal charge packs but each shot uses 4 "ammo". Simply put, we had some trouble picturing an elite unit as the stormtroopers using a weapon that has such an ineffectiive clip system, as the RAW hellguns.
"Vimes cupped his hands around the flame, sucked on the foul tobacco, tossed the match into the gutter and
slouched off down the damp, puddle-punctuated alley.
If there was anything that depressed him more than his own cynicism, it was that quite often it still wasn't as
cynical as real life."
Terry Pratchett Guards! Guards!
Actually several hellgun patterns can do this in RT, I believe the Lucius is one of them.
Far as I can tell, "hot shot lasguns" are exactly this, but built for that mode in the first place.
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