I wanna pitch an Idea: Would anyone like to see a dedicated Vehicle supplement? Something that gives more detail to vehicle combat as well as new/overlooked vehicles? I kinda think it belongs more properly in Only War but it would have value here too!
Vehicle Book?
I doubt it's something we'd ever see but I'd be very up for this. It would be great if they used the opportunity to create some fitting civilian vehicles which we don't often get to see in 40k.
The vehicle rules are bit iffy as they currently stand. I've run and been in a few games recently involving tanks, APCs, and some other vehicles. They are rough to use. I'd actually like to see another campaign book. I've got the chimera, rhino, arvus lighter from recently books, and there isn't much else I'm going to use that I can't pull from OW.
Edited by fog1234I'd like to see one; but I honestly think it'd be more appropriate as an Only War expansion (which, given that the vehicle stats seem completely identical, could benefit DH2 games as well).
With the Ace, I would love to see a dedicated vehicle DH2 book. Maybe even include smaller spaceships in it as well. Would love to see more in space oriented vehicles.
~ alemander
DH really needs to take a clue from Shadowrun, where they give you a ground up view of society and the things that it needs to exist. Cars, food, entertainment, sports, everyday equipment.
I believe it should include the following:
* Rules for manning a dedicated combat vehicle (Such as a tank)
* Actual concise rules for Aerial vehicle use and combat.
* Rules for Mega-vehicles such as Titans
* Stats for various vehicles as yet unproduced by FFG (Titans, Valkyrie, Marauder, etc)
* A design section for creating civilian style vehicles. (Military vehicles in 40k tend to fall into specific patterns as laid out by specific STC's)
* Rules for Boats and submersibles.
* Update Vehicle and Anti-vehicle weapon rules so they more accurately reflect what they're capable of! (Lascannons and Multimelta's are Vehicle killers in TT! Even Krak missiles are no joke!)
This would work well as a stand alone supplement to any game line but probably belongs either in OW or RT2 (If they make it! here's hoping!)
I'd love me some more vehicle rules too; unlike others, I've been running vehicle rule scenes without a problem! Extra vehicles (given the status and use of the Valkyrie, the fact that we haven't received any stats for it in 1st or 2nd Edition irks me), some more rules for various other systems, etc. would be fun.
The vehicle rules are bit iffy as they currently stand. I've run and been in a few games recently involving tanks, APCs, and some other vehicles. They are rough to use. I'd actually like to see another campaign book. I've got the chimera, rhino, arvus lighter from recently books, and there isn't much else I'm going to use that I can't pull from OW.
My group are about to embark on Desolation of the Dead so I won't have to worry about vehicle rules for a while, however, I'm sure at some point I will do (especially when we get to Forgotten Gods). Can you give me a heads up on what to expect?
Just have it all planned out. All kinds of weird stuff happens and tanks and stuff move in a really funny way. Sniper rifles pen tanks due to accuracy. Vehicles are pretty easy to hit due to size, but have a pretty good dodge type thing if they are moving fast. The tanks also screw up your shooting out of them with de-buffs. Sometimes tanks will plink away at each other for ages doing no damage. You've also got to fiddle with scale. Tanks can be on my standard large Dark Heresy roll20 maps, but they are basically fire support in those missions. Chases need a like 10-20m/square resolution on a big map cause cause they can really book. Avoid any kind of flamers. Flamers really screw over tanks and introduce a lot of complex rules.
Here is what my chase looked like -->
Edited by fog1234
The way we did our last vehicle fight was basically 'the terrain is moving at the base rate, faster vehicles can jump ahead rather than being 'static' terrain.
I would love more vehicle love! From my experience, the vehicle combat rules work alright for Surface vehicles (including boats, if you fiddle with it a bit). Has anyone had experience with voidships yet? One of my players went Ace and maxed Operate (Voidship) because he was interested in it and it tied to his background. They don't have their own voidship of course, so I'll have to come up with some scenario where he would need to take the wheel of one they're using for transport or investigating. Once there I could throw in a battle between multiple voidships and/or turbulence in the warp. If the Dark Heresy rules don't cover it well enough, can anyone point me to a Rogue Trader or Only War resource I can adapt?
Edited by wholtonThe way we did our last vehicle fight was basically 'the terrain is moving at the base rate, faster vehicles can jump ahead rather than being 'static' terrain.
That was one of the other ways I was considering doing it. The problem was my group really liked to get out of the their tank and try and use their small arms.
Even a small, digital only supplement would be nice.
I believe it should include the following:
-Don't forget Fuel Range. This is one of the most glaring omissions in the vehicle system. I have to keep track of every single bullet, but my getaway car can apparently just drive forever...?
Just have it all planned out. All kinds of weird stuff happens and tanks and stuff move in a really funny way. Sniper rifles pen tanks due to accuracy. Vehicles are pretty easy to hit due to size, but have a pretty good dodge type thing if they are moving fast. The tanks also screw up your shooting out of them with de-buffs. Sometimes tanks will plink away at each other for ages doing no damage. You've also got to fiddle with scale. Tanks can be on my standard large Dark Heresy roll20 maps, but they are basically fire support in those missions. Chases need a like 10-20m/square resolution on a big map cause cause they can really book. Avoid any kind of flamers. Flamers really screw over tanks and introduce a lot of complex rules.
Here is what my chase looked like -->
Interesting, also it's a real shame to hear. In so many ways it seems like the DH2 rules system could be a great final version of the rules but it seems like they've fallen flat with the vehicles. Sounds like a lot of house ruling lies in my future!
Just have it all planned out. All kinds of weird stuff happens and tanks and stuff move in a really funny way. Sniper rifles pen tanks due to accuracy. Vehicles are pretty easy to hit due to size, but have a pretty good dodge type thing if they are moving fast. The tanks also screw up your shooting out of them with de-buffs. Sometimes tanks will plink away at each other for ages doing no damage. You've also got to fiddle with scale. Tanks can be on my standard large Dark Heresy roll20 maps, but they are basically fire support in those missions. Chases need a like 10-20m/square resolution on a big map cause cause they can really book. Avoid any kind of flamers. Flamers really screw over tanks and introduce a lot of complex rules.
Here is what my chase looked like -->
Interesting, also it's a real shame to hear. In so many ways it seems like the DH2 rules system could be a great final version of the rules but it seems like they've fallen flat with the vehicles. Sounds like a lot of house ruling lies in my future!
It's not that the vehicle rules don't work, it's that they are incomplete! Operating a tank is MUCH different than driving a car and flying a plane is almost entirely different from driving anything. This is why an earlier poster was talking about players dismounting combat vehicles in favor of small arms! Manning a combat vehicle should keep everyone busy in combat!
In that case, Tim if you're reading this, one vehicle book please!
I'd rather prefer a book like "The Askellon Compendium" with:
> Planet description incl. character creation option (3 pages each)
> specific Beasts from these planets (2 pages each)
> typical weapons & equipment from this planets (3 pages each)
> cults & heretics from this planet (2 pages each)
> important persons & organizations from that planet (2 pages each)
> typical vehicles from that planet (2 pages each)
> adventure idea for this planet (1 page each)
In a 150 page book, this could be made for 10 planets, which were not discussed deeply so far.
I'd rather prefer a book like "The Askellon Compendium" with:
> Planet description incl. character creation option (3 pages each)
> specific Beasts from these planets (2 pages each)
> typical weapons & equipment from this planets (3 pages each)
> cults & heretics from this planet (2 pages each)
> important persons & organizations from that planet (2 pages each)
> typical vehicles from that planet (2 pages each)
> adventure idea for this planet (1 page each)
In a 150 page book, this could be made for 10 planets, which were not discussed deeply so far.
While this is not a bad Idea either, I would still want the vehicle book.
I'd rather prefer a book like "The Askellon Compendium" with:
> Planet description incl. character creation option (3 pages each)
> specific Beasts from these planets (2 pages each)
> typical weapons & equipment from this planets (3 pages each)
> cults & heretics from this planet (2 pages each)
> important persons & organizations from that planet (2 pages each)
> typical vehicles from that planet (2 pages each)
> adventure idea for this planet (1 page each)
In a 150 page book, this could be made for 10 planets, which were not discussed deeply so far.
Also some Sector-specific xenos, both living and extinct. I still can't believe they didn't include any of these in Enemy Without.
Edited by Adeptus-B