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
Part 4:
Grapnel and
Line Changes/Clarifications, Chase Rules, Fear Clarifications, Dropping Shit,
Fervour Mechanic, Misc Rules: Fatigue, Succumbing, Doors, Carrying, Suicidal
Actions; Narrative Tools: presentation, group rolls, mutation changes,
NPCs and Adversaries, Comrade system; NPCs: Corruption Array, Burning Fate
changes
Grapnel and
Line Clarifications/Changes
Sound
· Grapnel and
Line's pistol portion is loud enough to be heard from 10m away.
Firing
· Grapnel and
Line takes a Routine (+20) Ballistic Skill test to shoot.
Maneuvering
· One can lower
oneself onto a lower platform with no test as well.
· Climbing over
the surface a Grapnel and Line is attached to takes a Routine (+20)
Athletics or Acrobatics test.
Failing
· Failing means
the character flails around mid-air
· Rolling a 100
means they lose grip and fall.
Speeding Up
· Speeding up
the climb takes a Challenging (+0) Athletics or Acrobatics test and generally
follows Simple Climbs/Sheer Surfaces rules.
Swinging
· Swinging while
using a Grapnel and Line requires a Challenging (+0) Acrobatics test. Success
lets a character reach to where they were swinging to. Failing means they
flail in mid-air. Failing with a 100 means they fall.
Retraction
· Grapnel and
Lines can be retracted via a switch on the pistol portion. This folds
the hooks and pulls the line back.
Chase rules
· Chase rules
refer to rules when one or a group of characters is chasing after one or
another group of characters on foot. They can be used for vehicle-based chases
or hybrids of the two, but generally, they will refer to foot chases.
· Baseline Rolls The baseline
of chases are opposed Athletics tests. Always revert back to
Athletics when arbitrating rules and complexities pop up.
· Acrobatics Can be used in
special situations or to give bonuses to Athletics tests
The Opposed Test
· Opposed Roll foot chase
will be carried out by the fleeing character rolling a Challenging (+0)
Athletics test versus a pursing character's Challenging (+0) Athletics test.
· Pursuer Wins The pursuer
will catch up to the fleeing character and be able to perform an action.
· Fleer Wins the put more
distance between them and the pursuer.
If The Pursuer Wins The Chase Encounter
· Actions
o
Charge and Attack Take an Weapon
Skill test to charge and put both characters in the engaged condition.
o
Charge into Grapple Take an
Athletics Skill or a Weapon Skill test to tackle into grappling the fleeing
character into the ground.
o
Add +20 Charge Bonus for both
o
Fleer is knocked prone even on Pursuer’s Failure to Win the WS
test.
o
Intimidate the fleeing character into giving up
with an Opposed Challenging (+0) Intimidation vs Willpower test.
o
Shoot, Throw Weapon, or Use Item Line up a shot
or use an item
o
Whatever the pursuing character has in mind.
Pursuer Winning and
Bonuses/Penalties and Range
o
When the pursuing character catches up, the penalty and bonus an
attacking character has on a character using the Run action do not exist as it
is assumed the pursuing character is at the same speed as the fleeing
character. A Point Blank range bonus is not given either. Characters should
assume they are short range from each other. An exact range being 6m when the
pursuing character catches up.
The Fleer Winning
o
The character outruns or outmaneuvers the pursuing character
enough that the pursuer has no chance of catching them
Winning or Losing Tests
o
Three Tests Generally, chases are
won or lost with three won opposed tests. Either the pursuer catches up to the
fleeing character, or the fleeing character makes it clean away.
o
Doing Very Well Diverging from this baseline,
either type of character doing well on their tests can quicken or elongate this
type of encounter. A character with 4 DoS over the other can count as winning
two rounds. A character failing by 4 DoF can lose a won round.
o
Alternative One can make this a more
organic experience by instead of having essentially points, one can make the
flow of the story or just the flow of the gaming session dictate how long it
lasts or how many rounds there are.
o
Stopping Early Both characters can choose to
stop and give up or to confront the other at any time, changing the encounter
into structured time combat or going back into narrative time.
Characteristics,
Skills, Talents and Traits in Chases
· Advantages
Based on Movement For every half move value larger than the opposed character's half
move value (3 vs 4, 2 vs 3, 5 vs 3) the character with the higher value gets +5
per point to their athletics test.
· Example a character
with 4 half move vs a character with 2 half move gets a +10 bonus to
their athletics tests. (We are using half moves because pure Agility Bonus does
not take into account crawling characters or quadruped characters).
Complicating
Mechanics
Skills to Give
Advantages or Disadvantages
All At Challenging
(+0) Tests
· Navigate
Surface (Planning a Route) One can use this to plan out routes
to take or possible ways a quarry or pursuer will go. Every degree of success
on a navigation test gives a +10 to the Athletics or Acrobatics test to pursue
or to flee.
· Awareness (Finding
Shortcuts) One can use this to a similar degree as navigate to find
better routes, but as a quicker snap-shot decision. Each DoS on an
awareness test gives a +5 to the Athletics or Acrobatics test to pursue or to
flee.
· Agility/Strength
(Obstacle Creation) A fleeing character can create
obstacles for the pursuing character such as knocked over furniture, barred
doors, etc. A pursuing character can counter these obstacles via acrobatics or
athletics tests. A pursuing character that fails to counter these obstacles
gains a -5 penalty per degree of failure on their baseline athletics test. A
pursuing character that succeeds by 4 DoS or more gains on the fleeing
character using up time to try to obstruct them, with a +5 for 4DoS and an
additional +5 for each DoS after the fourth.
· Acrobatics Used to
traverse difficult terrain that would slow down or be impossible for one just
using Athletics to run or chase.
o
Augmentative Use each DoS of a
successful Challenging (+0) Acrobatics test gives the character a +5 per DoS as
a pursuer or a fleeing character.
o
Acrobatics Substitution for Athletics Depending on
the terrain and chase, Acrobatics replaces Athletics as the baseline opposed
test.
· Command/Intimidate In a large
crowd, a booming voice can get obstructing civillians out of the way
or turn them into a mob to help you.
o
Remove Difficult Terrain Difficult
(-10) Command/Intimidate test will remove a mass of humans
or xenos as difficult terrain for you.
o
Stop Them! A Very Hard (-30) Command/Intimidate
test will allow you to use the mob to stop or distract a pursuer or fleeing
character, with a -10 penalty on the Athletics test per DoS for the opposed
character.
· Terrain and
Setting Complications All other structured time complications from the
core rulebook such as difficult terrain, darkness, smoke, etc. apply
Driving Chases
· These can
generally use the rules above but change athletics and acrobatics to Operate
(Surface).
· Although
driving chases do not have the major weakness of 2E's core rulebook in the fact
that the Run action in structured time covers more distance than a charge. Now
in pure combat, this makes sense and I, the author of this fan patch, would
never change it. However, in a chase, it makes the pursuer never able to
actually catch a fleeing character.
Fear
Clarifications
· Fear tests,
unless specified, are once per type of creature with fear per
encounter.
· Example if a fight
contained a Great Unclean One with Fear (4) and two plaguebearers with Fear
(2), one would take a -30 Willpower Test for the Great Unlean One and one -10
Willpower Test for both of the plaguebearers.
· Fear and
Increased Numbers does not multiply with increased numbers of the same
types. Fear does not multiply in general.
Dropping shit
· Stuff becomes
dangerous to drop starting at a height 10 meters with a weight of 25 kg.
Similarly to falling rules, when an item that weight more than 25 kg falls from
10 meters, 1d10 damage occurs (do include total defense including TB and
armour). Every two meters higher after adds +1 damage. IE dropping a chainsaw
or a fire extinguisher on a fleeing character from a stairwell 30 meters up
would cause 1d10+10 damage (plus the chainsaw's damage if active).
· Every 10 kg
after adds another +1 to damage.
Misc
Fatigue
Fatigue
causing sources stack.
Doors
· Kicking Door
In Challenging (+0) Strength or Athletics test. If it has a door
hinge and is made of material weaker than 12AP.
· Shooting/Hitting
Lock A Hard (-20) Test with all other bonuses and penalties associated.
Failing by 5DoF with a ranged weapon ricochets and hits a random character in a
room which includes the shooter. Failing by 5DoF with a melee weapon bounces
back into the wielder's face and causes normal damage to the wielder.
Carrying
· Carrying
another Character A character can carry another character at half speed as part of a
half Move or full Move.
· Picking up a
Resisting Character A resisting character that is not in combat takes an opposed
Challenging (+0) Strength vs Strength test.
o Normal
Movement A successful Challenging (+0) Athletics test allows a character to
move at normal movement speeds.
o Running A successful Hard
(-20) Athletics test allows a character to move with another character as part
of a Run.
o Sprint A successful
Very Hard (-30) Athletics test allows a character to move with another
character as part of a sprint.
Suicidal Actions
· Structured
Time a character performing a suicidal action either by their own will
or via a psyker power such as Dominate or Puppet Master takes full damage but
includes their total defense as part of damage reduction.
· Narrative Time a GM can
decide where a character's total defense counts as part of the action.
Narrative
Tools
Presentation
Winning People Over Generally, to non-hostile NPCs,
wearing clothes of good or best quality or rarer high class or high
fashion clothes generally give a +10 to Charm and Deception tests. Unless they
are a group that would not care.
Disguises Generally, when disguising oneself as a group, a
successful Challenging (+0) Deceive test to disguise oneself gives +10 to
Charm and Deception tests with 1DoS and +20 to Charm and Deception tests with
3DoS.
Group Rolls
·
NPC Collective Rolling When rolling
Awareness or Stealth that involves a group of NPCs, the character with the
highest Awareness or Stealth scores or the leading Elite or Master NPC type
rolls for all of the group.
·
PC Collective Rolling When rolling
Stealth that involves a group of PCs, the players can choose to designate a
leader and give assistance to their roll via assistance rules,
individually roll for themselves, or select if they would like to roll for a
portion of a group or just themselves.
·
PCs or NPCs Rolling for each other NPCs can roll
for a group of PCs and PCs can roll for a group of NPCs if they are included in
that group.
Assisting
Strength Tests
· When assisting
another character with a strength-related task, every assisting character after
the first assisting character (which gives a +10 to a test) give an additional
+5.
Mutations Changes
Serpentine Tail
Gives the Crawler trait
and Unnatural Agility (3)
Razor Fangs
Changed to 1d10+SB
damage
NPCS and
Adversaries
Troops and
Righteous Fury
· Troop types
can use Righteous Fury. Troop types die after losing all wounds, and
do not go into critical damage. Troop types die when they suffer Righteous Fury
from another character.
Comrade system
· A marriage
of the swarm system from Deathwatch and the squaddie system from Only War that
is similar to grouped units from Edge of the Empire.
Grouped Units
· As Characters Grouped units
of 2-3 NPC act as one character. They occupy 1 meter (or square) on a battle
map.
· Grouped Bonus With each
individual NPC characteristics are increased by +5 per NPC and
damage is increased by +1 per NPC.
·
Grouped Unit Wounds Wounds are
added together and when the equivalent of one NPC would have their wounds
exceeded that NPC in the group dies and the bonuses are lowered.
·
Grouped Unit Abilities Comrades can
give special abilities and bonuses depending on the unit. A heavy gunner can
have a loader comrade that keeps feeding ammo. A priest of the Emperor can have
a flagellant to tank hits. Comrades like those can exist.
·
Grouped Unit Options
o Elites/Masters
can have comrades of troop character types. In this case, the
wounds are not added except for special types of comrades (see flagellant
example above).
o Troops can have a
comrade of other troop types.
·
Grouped Unit Separation and Joining Comrade units
of troops cannot separate from each other (Wildy unbalanced and
eliminates the point of buffing up lower tier units and making turns faster).
o NPCs cannot
join together into Comrade units mid-combat.
· GM Note As a note,
this system is not supposed to be a staple of every single combat. It's
for special occasions or times for mook-grinders when you want your higher
experience players to feel badass for ripping through twenty guys but only
having to face 6 units on a map so the turns don't take forever.
NPCs
· Imperial
Guardsmen troop types like Cadre Grenadiers have their lasguns equipped with
melee attachments.
Corruption Array
· If the array
contains a range, the GM can choose the number of corruption points or roll for
them with the proper dice.
o
Imperials/Non-Chaos touched or Non-Chaos worshipping Xenos:
0-20
o
Chaos-touched Xenos, non-Chaos worshipping mutants: 30-50
o
Troop Chaos Followers: 40
o
Elite Chaos Followers: 60
o
Mutant Chaos Followers: 80
o
Master Chaos Followers: 90
o
Daemons, Daemon Princes, Minor Chaos Gods: 100
Burning Fate Changes
Burning Fate Aftermaths
When
a character burns fate during play, they lose one fate point permanently to
have their character survive a fatal encounter. They can choose to have these
three fates for the character:
1. The Character
survives but is unconscious and untargeted for the rest of the encounter (and
narratively finds a way to survive until the end of it). They return to play
with 0 wounds.
2. The Character
survives but is so injured that they need to be taken out of the field
narratively. The player gives up the character for the rest of the adventure
(or at least a significant amount of time for them to heal). They will return
fully healed except for any permanent losses they incurred via critical effects
such as a lost hand or leg.
3. The Character returns to
the encounter with 0 wounds and no critical damage (yet still receiving the
effects of prior critical effects including lost limbs and such) but with 1d5
fatigue. They wake up past when they should have been knocked down.
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.htmlPart 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
Part 1 link: https://darkheresychainsofmalice.blogspot.com/2019/01/dark-heresy-21-fan-patch-in-work-big-wip.htmlPart 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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