PART 3:
Tools additions and changes, Cybernetics, Psychic Powers, Structured Time: Combat, Reactions, Grappling Changes, Unarmed, New/Clarified Action Types, Grappling Changes (Garrote changes), Stun Changes, Shooting into Combat Personal Rule, Engagement Clarification, Shooting in an out of Combat Actual Rules, Obstructed View Combat Rule, Cover System Changes/Clarifications, Shooting and Vehicle Crew, Air Vehicle Jink Penalty, Engagement Changes and the Area of Engagement, Overwatch Changes and Clarifications, Flame, Movement Changes and Clarifications: Difficult Terrain, Climbing, Falling, Carrying Weight.
Hey I split this into five parts because of Blogger acting weird with its size.
Part 1 link: https://darkheresychainsofmalice.blogspot.com/2019/01/dark-heresy-21-fan-patch-in-work-big-wip.html
Part 2 link: https://darkheresychainsofmalice.blogspot.com/2019/06/dark-heresy-21-part-2-alpha.html
Part 3 link: https://darkheresychainsofmalice.blogspot.com/2019/08/malice-overhaul-part-3.html
Part 4 link: https://darkheresychainsofmalice.blogspot.com/2019/08/malice-overhaul-part-4.html
Part 5 link: https://darkheresychainsofmalice.blogspot.com/2019/08/malice-overhaul-part-5.html
Tools Additions and
Changes
Aetheroscope
2kg 5,000
Local Currency Extremely Rare
Allows
non-Psykers to use the Psyniscience skill at Trained (+0)
+30 to Psyniscience tests for Psykers
+30 to Psyniscience tests for Psykers
·
A device that detects Immaterial presence and activity that looks
like an auspex but with a swirling ethereal force locked in a glass case at its
front. Using an Aetheroscope is risky, as the force if freed can wreak havoc
and cause Psychic Phenomena. Rolling doubles on uses with an Aetheroscope
summons Psychic Phenomena. If one rolls high enough to reach Perils of the
Warp, the force inside breaks out and the Aetheroscope is made useless.
o
Aetheroscopes are heretical in the eyes of the Machine Cult
and puritan members of the Inquisition.
Auspex
Clarifications/Changes
+20 to Awareness
tests
·
The character gets the flat +20 Awareness bonus by just using an
auspex, no other test required. It is one-handed. The Tech-Use test is an
alternate use that would allow a character to see things like gases, life, radiation,
and the like as listed without using an Awareness test.
Bolt cutters
2kg 10 Local Currency Common
·
+20
bonus to Security, Athletics tests, or Agility tests to cut things like fences,
locks, wood, and the like
Briefcase
2kg 8 Local
Currency Average
· Holds up to 10
kg of stuff additional to a character’s carrying weight. One-handed. Takes one half
action to open and close
Gas Canister
5kg 15 Local
Currency Average
·
Holds 10 doses of gas.
Sanctified Lectitio
Divinatus
10kg 1,000
Local Currency Rare
· Tome blessed
by a priest of the Imperial Cult wrapped in gold covers. Dedicated readings
over two hours can raise fervour by 2. Can also give a +20 to
interacting with clergy, Adepta Sororitas, and devout faithful for having ownership
of such a prestigious and rare version of a holy tome.
Lighter
-kg 2 Local
Currency Common
Starts fires.
Or light a lho stick.
Locator Beacon
1kg 100 Local
Currency Rare
·
A device that can be set somewhere or planted on someone or
something and be set to a frequency an auspex can sense. Setting an auspex to a
locator takes a Routine (+20) Tech-Use test. Similar rules to Vox Thief in that
one can use a Challenging (+0) Stealth or Challenging (+0) Sleight of Hand test
to plant it.
Manacles
Including Errata correction that
manacles cause -40 to BS and WS
Map
1kg 10 Local
Currency Average
·
A map of an area allows for +20 bonuses on Navigation tests
through an area. Note that while an area such as a Civilized World city or an
outpost would have an all-encompassing map, hives are too massive and too
labrynthine to make accurate maps out of the whole of the edifices that make it
up. There may be cartography guilds that perform the painstaking duty of making
maps for localized areas such as a section of a spire or a single port, however.
Matchbooks
-kg 1 Local
Currency Ubiquitous
Contains 20 matches
·
Oddly useful for investigations acting as common leads. An
investigator can tell from them where one might have gone last as many bars give
them out to customers.
Minesweeper
15kg 100 Local
Currency Scarce
·
Allows Simple (+40) Scrutiny tests over time or Routine (+20)
Awareness tests to find hidden metal and mines.
Notebook
-kg 2 Local
Currency Common
·
Optimistic, judge.
Personal Radio
5kg 50 Local
Currency Average
·
A device meant to pick up radio signals. Common programs are
propaganda, public messaging, news, sports, and music.
Psy Focus Clarifications
·
Psy
Focuses can be attached, built-into, or be apart of equipment (IE, placing
a psy focus skull on a staff or a charm in armour)
·
Psy
Focuses do affect Force Weapon's extra damage Focus Power roll (It is still a
Challenging (+0) Opposed test but with +10 from the focus).
·
Psy Focuses can be musical instruments. (Yes I am saying Psyker
bards can exist)
Rope
3kg 4 Local
Currency Common
·
Comes in units of 16 meters of rope.
Rose Box
1kg 8 Local
Currency Scarce
· Long enough to
carry a compact basic gun or compact melee weapon. It also has roses. May
contain 6 kgs.
Shovel
4kg 4 Local
Currency Common
+20
to Athletics, Agility, or Strength tests involved in digging.
Tactical
Mirror
1kg 25 Local
Currency Scarce
·
Allows the user to look under door hinges and around corners and
see what they can from the mirror without exposing themselves. A character must
take a Routine (+20) Awareness test to use the mirror and be able to read it
well.
Tactical Wedge
3kg 30 Local
Currency Scarce
·
Allows the user to block doors one way to keep possible hostiles
locked away and surprises to a minimum. The user takes a Routine (+20) Security
test to install it properly. The door can still be worn down and destroyed. It
takes a Challenging (+0) Security test to remove the wedge from the locked-in
side.
Vox Magscope
3kg 100 Local
Currency Rare
·
A device that involves a long-range microphone and audio system
that can be used to pick up conversations from 100m away. Works best with no
obstacles between the user and the target space, but can work through thin
materials and standard glass. Good quality and Best quality Magscopes can work
through thick materials such as stone, rockcrete, and steel to
an extent, however trying to listen past the plasteel armour of
something like a chimera or valkyrie will not work and it would be
impossible to use to listen through the extremely thick external plating of
a voidship.
Vox Thief
1kg 75 Local Currency
Scarce
·
A
bug that can be planted and set to a frequency of a microbead, vox, or radio to
listen on what the device picks up. Setting a device to a Vox Thief takes an
Easy (+30) Tech-Use test. Can be planted with a Challenging (+0) Stealth test
or Challenging (+0) Sleight of Hand test. Generally, stealth would be used to
plant the Vox Thief in hidden places like under a desk, inside
an autocarriage dashboard, or in clothes. Sleight of Hand would be
used to plant a Vox Thief in a passing target's clothes, in a moving target in
general, or in hard to reach places like a hole made above a door hinge and
such.
Cybernetics
The Machine God's Tithe:
·
Each
addition of the Omnissiah's blessings comes with the price of weakening the
interactions with others not indoctrinated in the rites of the Machine God.
Large noticeable changes to the human form give the character a -5 to
Fellowship tests per offending bionic. These large noticeable changes are
things such as changing one's legs into an anti-grav platform, having
a disturbing bionic such as the Arachnoid Chassis, and replacing one's
emotional and logic-led brain to a cold, purely rational bionic one. This
represents the replacement of flesh that, while good in the eyes of the Omnissiah
facet of the Emperor, the throne aspect's followers become less relatable in
the eyes of one who follows the Machine God's rites.
Mechadendrite use change
In structured time, mechadendrites can be
activated once as a free action but not as a reaction.
·
Mechadendrites
are excluded from two weapon wielding rules and can be a third weapon fired by
a character in one turn similar to multiple limbs traits.
·
Mechadendrites
can be used without two-weapon wielder as a second attack. They can be used as
a primary attack as well.
Ballistic Mechadendrites Change:
·
Any
weapon that is of basic or pistol class can be fitted into a ballistic
mechadendrite.
Arachnoid Chassis:
8,000 LC, Near Unique
Changes body below torso into a cybernetic
platform of a metal hull and eight metal legs. Gives the ability to climb walls
and ceilings. Gives stackable 6AP to leg and body locations. Increases
character size by one.
Cranial Armour
(DH1E
Rules)
Common quality only gives 1 more AP to the head
Common quality only gives 1 more AP to the head
Poor
quality gives a -10 to the Fellowship.
Good
quality gives a 2 to head armour.
Psychic Powers
Awareness of Psychic Power Usage
·
Using
Telepathic powers on others will not automatically alert the other person to
their use on them. They may feel something like a pressure in their brain or an
odd sensation when telepathic powers are being used upon them. Psykers, witch
hunters, and those that are familiar with their use would know that powers are
being used on them, however.
·
Using
Psychic powers do not always have a noticeable effect shown on the person like
glowing eyes or circling energy and such. Powers which would require a strong
force of will and noticeable physical change like smite, telekine dome,
and combustion would. Smaller powers like telepathic link, ignite, or
telekinetic control do not.
Crush Changes
·
The
Crush power under Telekinesis is changed to have a free action sustained
quality to keep a character snared. Interruption of this sustainment frees the
character crushed and snared. With the snare changes in part 2, it may require
sustaining multiple instances of the power to render a character helpless.
·
Crush Evasion This power can be evaded using Dodge similar
psychic bolts and the like.
·
Defense against Crush The test to resist crush is aided by the Deny the
Witch talent to both the original toughness test and the agility test to resist
snare. Along with that talent, all the benefits of both a Collar of Khorne and
a Null Rod apply to resist Crush.
Telekine Shield and Telekine Dome
·
Telekine Shield Changed to having the effect of flatly reducing
all damage taken by the psyker by PR/2, like Telekine Dome does RAW.
·
Telekine Dome Changed to having the effect of erecting cover
with PR AP that only effects attacks originating outside of the dome, like
Telekine should does RAW.
Cryomancy
Personal thing, but I really like IraDeLucis's
Cryomancy tree. Here's the google drive link. https://docs.google.com/spreadsheets/d/1vy1nXDzS11cW1bsyohYDmaRIHjlEVM3jtis0dxxQaX0/edit#gid=1412909590
Malice Overhaul Changes to
Cryomancy:
Chill: Chill occurs on
a successful attack causes 1 Fatigue. On attacks with 3 DoS or more, it causes
2 Fatigue. On 5 DoS or more, it causes 3 Fatigue. This does not multiply with
multiple hits gained from psychic barrage or psychic storm powers. It will
simply cause fatigue based upon the levels of DoS listed above.
A target of an attack that causes
Chill takes a Challenging (+0) Toughness test to prevent the effects of Chill.
Power Casting Into an
Engagement
Psychic powers do not incur engaged penalties like
BS based weapons do.
Power Casting While Engaged
Psychic powers can be used when engaged without
penalty.
PR Levels, Prequisites, and Casting
If a power requires a minimum PR to learn it must
be cast at that level or higher.
Push Changes
· When a psyker pushes, the change to the target of the
roll is +10 per level pushed. This incurs all the other penalties of using
push. Psychic phenomena is engaged on any roll that does not result in doubles
when pushing as a bound psyker and automatically engaged when pushing as an
unbound or daemonic psyker.
PUSH CHANGE PENALTIES
· Every level a sanctioned psyker pushes gains a +10 per
pushed level on a possible psychic phenomena check. Every level an unbound
psyker pushed gains a +15 per pushed level on a possible psychic phenomena
check. Every level a daemon pushes gains a +15 per pushed level on a possible
psychic phenomena check. Daemons are still not affected by psychic phenomena
but will be affected by the perils of the warp.
Structured Time
Combat
Air Vehicle Jink Penalty
·
The
penalty is decided by the size of the vehicle. This penalty increases by ten
with each size above average. This means a Hulking vehicle takes a -10 penalty
and an immense vehicle would take a -40 penalty and so on.
Cover System
Changes/Clarifications
Light and Heavy Cover
·
Cover
is separated into light cover and heavy cover in terms of coverage.
o
Light Cover gives a +10 to Evasion rolls from Melee and
Ranged Attack
o
Heavy Cover gives a +20 to Evasion rolls from Melee and
Ranged Attack
o
Light Cover is the name given to things like overturned
tables, broken walls, railings, and things that do not fully cover a
character's body or are oblong in shape.
o
Heavy Cover is the name given to things like intact walls,
columns, Leman Russ's and things that do fully cover a character's body.
Examples
o
A
standard autocarriage would count as light cover. The equivalent of
an eighteen-wheeler would count as heavy cover.
o
An
overturned table would count as light cover. A bar in a pub would count as
heavy cover.
Melee Attacks and Cover
o
Optional Melee attacks do take cover into account when attacking
including evasion bonuses if the cover would be in the way of their attack.
However, someone who is being attacked in melee will have less cover by nature
of the type of fight. The general rule is to have the body be uncovered for the
purposes of melee attacks. So a guardsman that performs a bayonet charge
against a heretic hiding behind a waist-high wall, if the wall would be in the
way of the guardsman’s attack, would count their legs as being protected but
their chest, arms, and head are free game. Someone hiding behind the left side
of a wall that would get attacked by someone diagonal to the wall would have
their right arm and right leg covered but everything else would be uncovered.
If they were standing somewhere that the wall would not be a factor such as a
space flanking the character they were going to attack where they would not be
covered. If a GM and party doesn’t want to deal with this optional rule, then
just don’t and have cover not come into factoring melee attacks.
Cover Degradation and failing
o
Failing
an attack against someone in cover but failing within 3DoF still hits the cover
and possibly causes cover degradation by causing more damage the the cover's
AP. Explosives will affect cover by their blast if the cover is within the blast
radius regardless of DoF. Explosives with no blast would have to land on the
cover.
Cover Modes
Active vs Full Cover
o
Active Cover The character can attack past the cover they hide
behind by leaning over, under, or around it. They must have three portions of
the body (head, chest, left arm, right arm, left leg, right leg) exposed in
this mode.
o
Full Cover The character cannot attack past the cover they
hide behind except with blind fire. All of their body is covered.
o
The Active Cover to Full Cover transition Half Action
o
Firing in Full Cover One can still attack in Full Cover, but not past
the thing they are covered behind. IE, a character can plant themselves on a
broken piece of wall and shoot at a flanking enemy that would not force the
character to move or lean around the cover to attack.
Misc Cover Rules
Blind Attack
Take a base Arduous (-40) test along with bonuses
and penalties of the attack chosen. The standard attack if attempting to attack
while in Full Cover mode past cover. If the angle would be such that a
character could not see their target, a character in Active Cover mode would
have to make this attack. Can be used with ranged, melee, or thrown attacks.
Making Cover
Moving items over to serve as cover can be done as
a half action as long as the character is strong enough to move them over via
Table 7-26 in the book. After the amount they can push over they have to make a
Challenging (+0) Strength test.
o
Taking Cover Not a specific action. Simply moving to cover
places a character in cover by their choice. However, it is helpful to declare
whether one is in active cover mode or full cover mode when they
reach cover. It doesn't have to be as blunt as that and just saying something
like "My weapon is drawn and aimed over this wall" or "My back is
fully against this wall" is enough to signify what mode a character is in.
Engagement Changes and the Area of Engagement:
Engagement Clarification
o
When
the target of an engagement suffers a condition such as stun, helpless, on
fire, and the like that target no longer has the engaged penalty for Ballistic
Skill tests to be hit. All others in an engagement that are not suffering a
condition are still engaged and still incur the penalty.
Engagement and Movement
o
When
engaged, a character may move (engaged move) one meter in any direction they
choose
Area of Engagement
o
A
character must stay in engagement range (1m) to the character they are engaged
with or suffer an attack of opportunity. The area of engagement is (1m) around
a character and will change with increased size but not be more than (1m).
Radius will essentially become wider or longer when dealing with large
characters like an obliterator or a hellkite. A radius will never exceed a
1m radius.
Attacking Others While in the AoE
o
A
character may attack a new character when engaged, but they will still be
engaged with the original one they were engaged with and now they will be
engaged with that new character.
AoE and Reach
o
A
melee weapon with increased range will engage an attacked character outside of
the area of engagement. IE, a spear user attack a sword user 2 meters away. A
sword user, due to its smaller range, has to get adjacent a character to
attack. This does not count as the targeted character as being in the Area of
Engagement but they are engaged.
Stepping Out of and Into the AoE
·
A
character with a melee weapon with an increased range that takes an engaged
move will lose engagement if the movement does not keep or move the target into
their Area of Engagement or closer to the AoE if the character's target was out
of the 1m radius. The other engaged character would not
gain attack of opportunity from an engaged move that broke off engagement
if it was at range and out of the area of engagement for both.
AoE and Reach Weapons
·
Engagement
with a melee weapon with range, if outside the 1m Area of Engagement radius,
will be lost if a character has not attacked a character they engaged or declared
engagement on since the attacking character's last turn. If either character
attacked each other (while engaged) or declared engagement since the last
instance of the Engaged condition being activated then the engagement
would continue.
Declaring AoE
·
One
cannot declare engagement, as if from a half or full move, with a melee weapon
with range outside of their Area of Engagement unless they attacked a target or
took a half move or full move then declared Engagement.
Losing Engagement and Reach
·
Engagement
is lost if a character that established engagement with another character with
a reach weapon makes an Engaged Move where the character they are engaged with
would be outside their Area of Engagement when they ended their movement.
Engagement Limits with Ranged or Thrown Weapons
·
Attacking
with a ranged weapon, or throwing a melee weapon with the thrown or
melee/thrown class does not count as forcing characters into an Engaged
condition even if they are within the 1m radius of an Area of Engagement.
·
A
character, if they wanted to Engage another character and had a ranged or
purely thrown weapon, can take a standard half move or full move into the other
character's Area of Engagement and declare engagement.
Defensive Stance and Engagement
·
A
character using the Defensive Stance action causes any who enters into their
area of engagement to automatically be engaged.
Held Actions and Engagement
·
Held
actions of melee attacks already generally would cause an engagement condition,
but to clarify engagement would occur once the condition had been satisfied to
trigger the held action.
Running and Engagement
·
Use
of the run action or its talent sprint and stopping in the Area of Engagement
will not place the running character into the engaged condition. A character
that runs/sprints at a character can still be point-blank shot.
·
A
running or sprinting character is subject to an attack of opportunity if moving
into a character's area of engagement. This attack does not place the target in
the Engaged condition.
Summary of Engaging and Engagement
·
Engage Condition activated upon one character attacking another in
melee or being declared at the end of a half action or full action move
(specifically the move action, not an action with movement subtype) by a
character adjacent to one they wish to attack.
·
Engagement Activation is not automatically activated upon entry
to a character's Area of Engagement unless that character is in a defensive
stance, a held melee action has been activated, or the character entering the
Area is attacking with melee.
·
Leaving the Area of Engagement without disengaging or
using the Manoeuvering special use of the Acrobatics skill will incur an
attack of opportunity IF the target was engaged beforehand.
Righteous Fury and Character Creation
·
Talents and Traits Righteous Fury rules declaring that Righteous Fury
cannot be affected by talents or traits also extends to homeworld, background,
and role special abilities, talents, and traits.
Flame
·
Extinguishing flame as a test is now a baseline of Difficult (-10)
Agility.
·
Resistance (Heat) affects the Challenging (+0) Willpower test to
take actions naturally and the Difficult (-10) Agility test to put out the fire
by giving a +10 bonus to both tests.
·
Water will raise the extinguish test by +10 if on fire from a Flame
weapon and +20 if on fire from the environment.
·
Extinguishing Other’s Flames Characters can
assist in extinguishing another character with a +10 per character to the
flaming character's Agility test as a full action.
Grappling
Clarifications
Fatigue Infliction
Fatigue Infliction
·
Regardless if damage has been inflicted or not, a successful
attack confers one level of fatigue on the target
Push and Throw
·
Push The Push action of grapple allows
characters to be thrown up to the half action movement range of the controller
without the controller following. The grapple ends with throwing.
·
Height When thrown off a height or sloped
terrain like stairs, the character is allowed a Challenging (+0) Athletics or
Acrobatics test to grab on to something to not fall. 1DoS leaves the character
dangling but secure off heights and prone on stairs. 4DoS or more allows the
character to steady themselves before dropping off something or falling down
something.
Grappling Changes
·
For the controller of a grapple, there is no bonus to WS to hit
them. The bonus to the target of the grapple still gets the +20 bonus.
Garrote changes
·
Those
that are struck by a Garrote from stealth or a surprise round are automatically
counted as being grappled with the attacker as the controller. Those that are
aware can make the opposed WS test to escape being grappled. All attacks count
as head attacks with a Garrote.
New/Clarified Action Types:
Blind Attack
(Subtype Concentration;
Full Action)
·
Take
a base Arduous (-40) test along with bonuses and penalties of the attack
chosen. This is the standard
attack if attempting to attack while in Full Cover mode past cover. If the angle
would be such that a character could not see their target, a character in
Active Cover mode would have to make this attack.
Charge Changes
·
Multiple Hits Charges able to be done with two melee weapons
being able to inflict 1 hit each with separate tests.
Countering Charges
·
Reach Weapons and Charge Charges against those with ranged weapons
or melee weapons with range (IE spears) that are using held actions or
overwatch to attack before the other character hits do not stop the charging
character at the range of their weapons. (Overwatch pinning rules still apply
for Overwatch). Held melee actions with reach weapons (not
counting thrown melee) would stop and engage someone just using a half, full
move, run, or sprint
Engaged Move
(Subtype Attack; Half
Action)
·
Move
the character as a half action in one meter when engaged. As long as the
character stays within the Area of Engagement of the character they are engaged
with or are moving closer (Including diagonally) to a character with a melee
weapon with range, they would not receive an Attack of Opportunity.
Held Action
(Subtype Attack,
Concentration, and/or Movement based on chosen action; Half Action or Full
Action depending on chosen action)
·
A
character can choose to perform one specified action when a
condition has been met. This possibly interrupts another character's turn with
a higher agility characteristic. A character that holds their action until the
next turn after they declared it loses their held action.
Attacks of
Opportunity and Movement
·
Standard Half Action Moves and Full Action moves incur attacks of
opportunity if used while engaged with another character by engaged characters.
Obstructed View Combat Rule
·
A
character that is directly between a character and a target will be hit instead
when scoring 3DoF or more on a Ballistic Skill or Weapon Skill test.
Overwatch
Changes/Clarifications:
The Overwatch Trigger
Condition
·
A
character must choose ONE specific condition for it to
activate on. It can activate upon enemy movement (as in the use of a movement
subtype skill) OR It can activate upon an enemy
shooting OR It can activate upon a charging character OR it
can activate upon a character unsheathing/drawing a weapon. It has to
be one specific action. The specific action is not limited to this list.
Overwatch Amount Limit
PER/AG Based
PER/AG Based
·
Overwatch
can be activated only up to a number of times equal to total
Perception or Agility bonus, whichever a character chooses. This is the number
of attacks able to be taken and not the amount one could use overwatch in an
encounter.
·
IE:
An acolyte takes overwatch on a hallway. Four doddering nobz are running down
it looking for humies to crump. The acolyte has a perception of 33 and an
agility of 36. Their condition they chose was movement into their
killzone and the attack was full auto firing with a heavy stubber. All
four nobz moved in. The overwatch activates for the first three but not the
fourth.
Stopping Overwatch
· Denying Overwatch Overwatch can be chosen to
not be activated but only at the point of the condition being triggered. A
character cannot delay an overwatch action.
·
Delaying Overwatch Overwatch cannot be delayed until a
character enters a point blank range unless the character was not seen until
then.
Overwatch vs Held Actions
· Delayed
actions and Held actions can be delayed, Overwatch cannot.
· One cannot
make their Held action an Overwatch.
Reactions
Reactions can be taken at any time
·
They
do not have to happen when it is not the player's turn. They are
subject to all other limits and rules in the core rulebook, such as the
standard amount one has being one without taking a talent like
Step Aside or an action like Defensive Stance.
·
This
means characters can take evasions when targeted by Overwatch, Counter-Attack,
Delayed Actions, and Held Actions.
·
This
does not mean a character can automatically evade talents or
special abilities specifically meant to lower evasion effectiveness
or negate it entirely such as Killing Strike or Inescapable attack. Those
effects still apply.
Stun Changes/Clarifications
·
The
amount of stun a character suffers is lowered on their turn every round.
·
Stun,
when stacked, is stacked by half the increased amount if the character is
already stunned.
Shooting into Combat
Personal Rule
·
Not
a strict rule. The rulebook says one can count friendly fire as happening when
a character fails by 1 DoF and shoots into combat involving an ally.
My personal rule is 3 DoF. This is open to GM discretion.
Shooting in and out of Combat Actual Rules
Pistol Class and Engaged
·
Only
pistol class weapons as ranged weapons can be used to attack a character or
characters one is engaged with.
Psyker Powers and Engaged
·
Psyker
powers can be used in any situation including engagements even if the power is
ranged.
Non-Pistol Class Weapons
and Engaged
·
One
can use non-pistol class weapons to shoot targets outside of the characters one
is engaged with, but one will suffer an attack of opportunity by each character
they are engaged with if those characters are using weapons with the melee or
pistol class or are unarmed or using (deadly) natural weapons.
·
Thrown Weapons Throwing a melee and/or thrown weapon at an
unengaged target while engaged does the same as above.
Shooting at a Vehicle Crew
·
Characters
can choose to shoot at a vehicle or the vehicle crew. For heavy vehicles with
guarded and/or enclosed crew like Chimeras, Leman Russ's, Redemptors, and the
like the book rules apply. For autocarriages, bikes, and vehicles with
windshields or open tops an attacking character can choose to attack the
vehicle, crew, or passenger member more freely. The crew/passenger counts the
vehicle's armour (depending on location shot) as cover for the chest and legs.
This type of attack hurts the crew/passenger only. Failure is assumed to have
attacks veer off from being able to hurt the vehicle's integrity unless a blast
weapon is used and the vehicle would be within the blast.
Unarmed
Fatigue Changes
·
Standard Unarmed Attacks Have the
ability to inflict fatigue damage if the damage inflicted is over target's
toughness bonus (disregard armour and defense damage reduction) and
the target fails Challenging (+0) Toughness or Willpower test. This is using
the standard unarmed damage profile and not the lethal weapon profile.
·
Lethal Weapon Bonus Lethal Weapon
users place a -5 penalty per DoS on Toughness and Willpower tests to resist
fatigue damage.
·
Unnatural Toughness or Willpower Bonuses Give a flat
+5 bonus per point of unnatural toughness to this test. Lethal Weapon or
natural weapon attacks (generally those higher in damage than unarmed untrained
attacks) do not inflict fatigue damage (aside from effects from righteous fury,
critical wounds, weapon qualities, and the like).
Standard Unarmed Attacks
· (1d10-3+SB I
Primitive (6) [not full damage Lethal Weapon attacks])
·
Can be used by a character with the Lethal Weapon talent create a -5
penalty per DoS for a character opposing fatigue gain with Toughness or
Willpower.
Unarmed Parrying Rules
·
With or without (deadly) natural weapons, parrying as an unarmed
character is a -20 parry test unless armed with unarmed fighting gear such as
brass knuckles, shock gloves, power gear, etc.
Unarmed Parrying Power Weapon Rules
·
A target using unarmed weapons (natural weapons, deadly natural
weapons, or one's body) when parried by a power weapon causes halved 1d10 damage
to be done to the target which will take into account total defense including
toughness and armor. However, if using unarmed weapons such as brass knuckles,
shock gloves, power gear, etc. then the normal rules of the powerfield quality
apply and those weapons can break (aside from a powered power gear or force
gear), but the damage is not conferred.
Movement
Changes/Clarifications
Carrying Weight Changes
· Armour (besides power armour) weighs half its amount
in terms of carrying weight when equipped due to the wider distribution of weight
around a character's body.
Climbing
Objects that are half a character's height count
as difficult terrain to climb over
·
Objects
more than half a character's height require a Routine (+20) Athletics or
Acrobatics test to climb over or maneuver around.
·
Objects
twice a character's height (simple surfaces/sheer surfaces) follow the book's
climbing rules.
-
Stairs
Stairs
·
Stairs
count as difficult terrain unless one speeds up them with a
Challenging (+0) Acrobatics test or down them with an Ordinary (+10) Acrobatics
test. Failure causes the character to take falling damage for the amount they
fall from (see falling damage rules) and become prone.
Difficult Terrain
·
Twice Movement (Rounded Up) Generally, difficult terrain counts as taking
twice as much movement to cross. Round up the movement amount a character can
do when you have an odd number of movement units
·
Example: A character is walking in 1 and half meter high water. They
have a half move of 3. Their movement is technically reduced to 1.5. Count the
movement as 2
·
Examples of Difficult Terrain such
as waist-high snow, water, mud, sand, and such always count as difficult
terrain.
·
Traversing Difficult Terrain Challenging (+0)
Acrobatics tests will allow the treatment of difficult terrain as normal
terrain and give the ability to move normally for a turn
Falling
Damage Clarifications/Changes
·
Falling Damage Start Falling damage starts at falling from 5m of
height. The character that suffers this takes 1d10 damage ignoring armour.
·
Acceleration Falling damage accelerates at 10m of height. For
every meter of height after 10m, another point of damage is added.
·
Example Falling from a 20m high roof will cause 1d10+10 damage
ignoring armour.
Hey I split this into five parts because of Blogger acting weird with its size.
Part 2 link: https://darkheresychainsofmalice.blogspot.com/2019/06/dark-heresy-21-part-2-alpha.html
Part 3 link: https://darkheresychainsofmalice.blogspot.com/2019/08/malice-overhaul-part-3.html
Part 4 link: https://darkheresychainsofmalice.blogspot.com/2019/08/malice-overhaul-part-4.html
Part 5 link: https://darkheresychainsofmalice.blogspot.com/2019/08/malice-overhaul-part-5.html
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