Inquisitor Style Criticals.

By Ripper.McGuirl, in Dark Heresy House Rules

So, in Inquisitor, they had what were called "placed shots". DH has called shot modifiers, which covers the mechanic the Placed Shot rules were affecting (being able to adjust the location you hit). Instead, I thought it would be cool to use the same target numbers in order to do a little bit of critical damage, since the charts are awesome. I'll call them Lucky Hits.

You get a Lucky Hit if you:

Roll 1/10th or less of your to hit number. (if you need a 60 to hit, and you roll a six or less)

If you aimed, the number you are looking for is less than your to hit number, minus the range to the target. (if you need a 60 to hit, and they are 10 yards away, you need a 50 or less)

If you get a Lucky Hit, you do d5 critical damage to whatever location you hit, in addition to your normal damage.

Eh sounds interesting and I think the mechanics need some work obviously but I think it would make the game even more deadly when it already is plenty deadly. Besides, most monsters have no need to go into critical damage so it would hurt the players more then anyone else and most players are already at the mercy of their GM to begin with.

A nice idea but I don't think it's needed.

Nice Idea, but i agree with Karn, it would appear to make the game much more deadly (im assuming all the talents that allow bonus critical damage apply here too...) in a totally random way. Degrees of success are already in there as a mechanic to allow multiple hits (or bonus damage with a sniper weapon). Adding more effects to lower rolls might result in overkill.. or the ability to take down extremely powerfull monsters by always aiming and thus bypassing thier wound reserves...

If it was going to be incorporated, would you apply it to melee combat as well? What mechanic would you use?

S.K.

How about this: If the roll to hit is a Lucky Shot then the (first) damage die is automatically considered to be a '10' and allows the player to test again for the Emperor's Fury.

I don't see a good reason to have luck affected by range and what-not. It would be simpler to tie it directly to the character's Ballistic Skill as a static value.

How about BS / 10 (round up) plus remaining Fate Points? E.g. a character with BS 23 and 5 FP will score a lucky hit on a roll of 01-08. When he's used all his FP for re-rolls etc. his lucky range drops to 01-03.

I'd round BS up for the base score since that means you don't start the lower twenties in the same luck range.

BS 01-10: 1%

BS 11-20: 2%

etc.

-K

OK, balanced or no (I still need to think about this), I like the idea. I agree completely there needs to be something a little better for well-placed shots, and also I don't like the current way Righteous Fury works.

The reasons are:

1: It makes rolling an '01' (or some other equivalent) for a normal weapon shot a really good thing! Like an anti-jam. It gives the players something else to get excited about.

2: It doesn't require an extra dice roll. I almost always leave off the 'roll again to hit' with Righteous Fury, since you want combat to be quick.

3: It scales with skill level / ease of shot.

4: It's rarer. Sure, some psychotic assassin type with BS 55, rd-sight, aiming with an accurate weapon for two turns (<+95 hits) gets a critical approximately once in 11 times, but for an average roll of say 40, it's pretty unlikely. Which makes it cool when it DOES happen! Instead, most righteous fury's get triggered from a close-range autogun on full auto.

5: You can justifiably use it for an NPC enemy without having to call it 'Demonic Fury', 'Blasphemous Fury', 'My Corrupt Noble House's Fury' etc.

Another way to work it would be to say it's double the chance for an aimed shot (or a shot to the head), give people talents which also increase the chances etc, and probably disable this mechanic for automatic fire.

Problems:

1: If it replaces the current Righteous Fury rules, then it breaks the nice 8=Khorne, 9=Tzeentch, 10=Emperor pattern (I *think* Slaahesh was six and Nurgle 7 here, but I could be wrong). If it doesn't replace them, then we've got two +damage effects.

2: It reflects the same kind of thing as the new rules for accurate weapons given in the errata (which, incidentally, also makes accurate weapons at least close to broken).

3: You'll never (or almost never) get it to hit the head, since this requires rolling a 10, 20, 30, 40 etc. And the idea of critical rolls being *less* likely to go to the head seems strange.

But I still like it.

Incidentally, I think it should be another D10 damage, and only be applying to single shots. Another D5 A: isn't really that much, and B: I'm lazy when it comes to dividing D10's by 2.

And I wouldn't base it off base ballistic skill - I like the idea of it reflecting shot accuracy as well. It can still be called 'Lucky Shot' because, after all, you still need to be pretty **** lucky to roll it!

with the issue of crits not going to the head we always just roll for hit location anyway one more dice isnt a big issue(though i always roll it becuase they forget)

instead of going straight to crit what if it increase your righteous fury range by one to 9-10

thus if you boosted to hit score was 80 you would increase your RFthreat range on a 1-8

and i a mook does it it allows them to RF

with most mooks having a BS of 20-30 the best shots the are getting will be around 50. so if they get a 05 they can now get a basic RF

how would it work for semi and fullauto