Tuesday, August 27, 2019

Dark Heresy 2 Malice Overhaul Part 3

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
·      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
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
·      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
·      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.
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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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