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@Kiton
I'm still trying to find out if a daemonic or slayer-limb hunting lance has "unlimited ammunition" or if you just explode yourself into a Perils of the Warp for blowing apart a daemon-weapon the moment you strike an enemy… and is it his fault or yours [ie; who's the center of it] if and when that happens?
Apart from the fact that these rules belong to two different game systems and thus it's unlikely their interaction will be covered: Why would you create a hunting lance slayer-limb/daemon weapon? The idea sounds about as good as a slayer-limb grenade.
RAW, the weapon is one-use. The problem is not ammunition, it's the entire design - and daemonizing it or grafting it to your arm changes nothing about it.
Ceterum Censeo Dezmond Ignorandum Esse.
Well, the differences in system are themselves a little odd by this point: you'd think they would've unified the stuff, given each new book is more of a 'new edition of the rules + new campaign setting' than a whole new set of rules. Equipment in particular has a pretty strong crossover rate. Qualities from the other books get pasted straight in, and all that.
As for "WHY" a slayer-limb or daemonic hunting-lance or grenade, personally, no actual reason there [although with the lance's OW stats, you'd actually have a primary-class weapon capable of dealing damage, as opposed to everyone always having to go Power or Exotic or once-in-a-while Chain], but when you see possible interactions, and they aren't covered in the least… One that IS, for example, all in the same system, are the Launchers. What's standard for a missile launcher? PROBABLY krak or frag, but which? or both? And are slugs any less standard in a shotgun than just shot, when at least they're rated Common? What if you had an overcharge pack in that Long-Las there when it got assimilated?
There's a thing called combinatorial explosion. If you have three parts of a system and each of them may contain ten things, you've already got 1000 combinations. If only one in ten of them proves in need of further explanation, that's one hundred explanations that you've got to cram into the system.
Now consider what BC has system-parts-wise: Archetypes, skills, talents, equipment, mutations, psychic powers, phenomena&perils and alignments. There are 8 archetypes, 27 skills (excluding skill groups), around 130 or so talents (again excluding talent groups), more than 200 pieces of equipment, 34 phenomena and perils, 45 psychic powers, 75 mutations and 4 alignments. Excluding interactions within one group (like a weapon interacting with a special ammunition), that's 2,577,744,000,000 combinations. Assuming that only one in a milliard of them is in need of explanations, you've now got two and a half thousand cases that need a ruling.
So… as long as the rulebook is not the size of certain books of law, it's rather probable that there will be fringe cases requiring GM (or group, if you're into all that democracy stuff) intervention and nothing can be done about it. The good thing about it is that unlike with video games, we have people around us who can change the system on the fly and improvise should it become necessary.
In your case, however, I think it's relatively clear-cut: the Slayerlimb doesn't need maintenance or ammunition, that's it. It doesn't say anything at all about the ammunition being standard issue, though as a houserule, I wouldn't allow for example psycannon-bolts without some serious additional work on the part of the player. It also doesn't say anything about single-use weapons becoming any less single-use, so they don't.
Ceterum Censeo Dezmond Ignorandum Esse.
Cifer said:
There's a thing called combinatorial explosion. If you have three parts of a system and each of them may contain ten things, you've already got 1000 combinations. If only one in ten of them proves in need of further explanation, that's one hundred explanations that you've got to cram into the system.
Now consider what BC has system-parts-wise: Archetypes, skills, talents, equipment, mutations, psychic powers, phenomena&perils and alignments. There are 8 archetypes, 27 skills (excluding skill groups), around 130 or so talents (again excluding talent groups), more than 200 pieces of equipment, 34 phenomena and perils, 45 psychic powers, 75 mutations and 4 alignments. Excluding interactions within one group (like a weapon interacting with a special ammunition), that's 2,577,744,000,000 combinations. Assuming that only one in a milliard of them is in need of explanations, you've now got two and a half thousand cases that need a ruling.
So… as long as the rulebook is not the size of certain books of law, it's rather probable that there will be fringe cases requiring GM (or group, if you're into all that democracy stuff) intervention and nothing can be done about it. The good thing about it is that unlike with video games, we have people around us who can change the system on the fly and improvise should it become necessary.
In your case, however, I think it's relatively clear-cut: the Slayerlimb doesn't need maintenance or ammunition, that's it. It doesn't say anything at all about the ammunition being standard issue, though as a houserule, I wouldn't allow for example psycannon-bolts without some serious additional work on the part of the player. It also doesn't say anything about single-use weapons becoming any less single-use, so they don't.
Very well said.
At the end of the day a book will only contain a limited amount of rules whereas player creativity can usually find or create situations that are not handled by the book so some GM oversight is always needed.
On an unrelated note:
Cifer said:
milliard
Are you from Germany, Austria or some other germanic country by any chance?
The charge of a Daemon Weapon Hunting Lance would explode, and then gradually grow back at a time determined at GM discretion (faster in places where the Warp is strong). It can be used as a Club (still a Daemon Weapon) until the charge is back.
That's the judgement I would make, based on the other "grenade on a stick weapon", the Anoxis Pattern Boarding Pike from DH: The Inquisitor's Handbook.
Maybe include some extra warp shenanigans like rolling Psychic Phenomena centered on the point of impact.
Without Signature
"Finally any ranged daemon weapons lose their original clip size and reload time: the daemon within produces the ammunition and consequently the weapon need never be reloaded again, though it also can only use a single standard type of ammunition." Page 194, bottom left
While its clear for Bolters ["no hellfire rounds"], launchers are entirely ammo-type dependent.
Emperor Castaigne said:
The charge of a Daemon Weapon Hunting Lance would explode, and then gradually grow back at a time determined at GM discretion (faster in places where the Warp is strong). It can be used as a Club (still a Daemon Weapon) until the charge is back.
That's the judgement I would make, based on the other "grenade on a stick weapon", the Anoxis Pattern Boarding Pike from DH: The Inquisitor's Handbook.
Maybe include some extra warp shenanigans like rolling Psychic Phenomena centered on the point of impact.
Such a bad idea.. 
Now I'm picturing some poor party of shmoes caught in a warp/chaos effect.
GM: "Okay the warp twists and flows through each of you, but it empowers you too. Your most powerful weapons is now a part of you as a Slayer Limb."
PC: "But … I was carrying the Atomic Breaching charge. Are you telling me I now a Melee use only atomic bomb?"
GM: "Umm.. yes? Welcome to 40k and good luck with that. If it makes you feel any better the bomb will grow back so you can use it again."
PC: "What about the rest of me?"
GM: "How many fate points do you have?"
The Divination tree swings between quite underpowered (Psy Rating x2 bonus to BS and WS isn't much) to hilariously powerful (entire squad ignores cover, entire squad has a pool of re-rolls, see the entire battlefield.) Sanctioned Psykers also really do not need their Strength aptitude; perhaps Fieldcraft would be a better fit?
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
The BS/WS Bonus was rather incredible, and extremely popular, in Black Crusade and all that. Sure, it was perhaps a little too powerful, but its true they went a little far dumping it here. Just a little though.
Personally, I'd say just reverse the radius and %. 2m x PR radius, and 3% x PR. That would cover a very very tight, small shooting party only at PR2 for +6%, but if used at PR5, gives +15% to a 10m radius. A very substantial boost for your half-action, like giving everybody an aim action and a half. Get it to PR 8, and +24% in 16m is rather solid.
Regarding Perfect Timing, it would probably be a little less overpowered if it allowed a shift up or down by, say, 5%xPR to the location roll. Less powerful, a bit more versatile though, and lets you deal with all but total cover up to a point. Near-misses into cover become hits, hidden arm around the corner can become Body or even other arm, but "right leg" isn't going to turn into a head-shot.
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