Hi everyone
First time poster her long timer reader. Very short - I wanna thank all the posters in this forum. Love to read about your ideas, rule debates and creative work with Dark Heresy. Thanks a bunch.
I thought i'd try to give something to the forum as well and start out with the home rules I use as a GM in Dark Heresy.
I've been running a party of 5 players for about a year now (playing one evening every 14 days). They have about 5600 XP and I recently made a bunch of changes and additions to the system, so I thought I'd post them here.
One of my main thought behind the changes I made was, that I wanted more strategic choices for the characters and for the characters to put more of an effort into whatever they wanted to accomplish and also bring a story into it with those choices and challenges, as to break away from what sometimes can happen (in our group), which is to just throw dice at an obstacle until it goes away (especially with combat).
Also I was looking for a bit more dice-balance between the strictly combatskilled characters and the support characters.
The changes are a mix of own ideas, other systems (i.e. Warhammer Fantasy 2nd ed.) and your ideas here on the forum (thx again).
Changes
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Changes to Talents
- Blind Fighting: reduces obscured vision pen. to -10
- Sound Constitution: reduce xp cost to talent (2 apt = 100 xp, 1 apt = 150 xp)
- Inescapable attack: -10% pr. 2 DoS to opponent evasion.
- Marksman – half penalties for firing long and extreme range. Requires half aim to take effect.
- Precision Killer – half penalties for called shot / called blow. Half penalties for size.
- Target Selection – half penalties for shooting into melee.
- Flash of Insight: removed from game.
- Infused Knowledge: Only Scholastic lore. No DoS bonus. All tests at -10
- Lightning Attack: Max no. of attacks = Ag bonus.
- Swift attack: Max no. of attacks = ½Ag bonus (round up).
- Unarmed specialist: unarmed attack gains the natural weapons trait and fighting against armed opponents are only at -10 pen.
- True Grit does not reduce bonus crits from righteous fury.
- Technical Knock: attempt unjam as free action
- Aim: You can aim with psychic powers as well.
- Accurate: gain +5 for half aim and +10 for full aim. Also applies to melee weapons.
- Assassin Role Bonus Sure Kill : Gain +1d10 damage on first hit at 3 DoS on attack. Combined with the talent: Exotic Weapon Sniper this increases to a max of +2d10 damage (1d10 at 3 DoS and 2d10 at 5 DoS). Sniper added as new talent and weapon trait (see below).
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First aid – heals int. bonus + 1 HP pr. 2 DoS (round up).
Penalties:
-10 if heavy damaged
OR -10 pr. crit hit of 1-4 AND -20 pr crit of 5-10 (lol first aid a crit of 10 – necromance much).
-20 Healing a crit while exposed to the elements.
-30 healing a crit while under fire in combat or in a failing voidship.
+10 healing in a medicae station
+20 healing in a staffed med-lab
+30 healing in a fully stocked surginarium with medic servitors. - Psyniscience – standard range is [perception bonus x psy rating x 5m.] This still varies and matter obstructs the range. Range in a void is easily [perception bonus x psy rating x 1km]
- Combat Vest: max 7 kg and common sense size restriction.
- When gaining Insanity points – subtract your insanity bonus from the amount received. This does not apply to corruption points converted to insanity nor does it apply to insanity gained from calling upon favors from spirits and Gods (see new elite advance “chosen of…”).
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Weapon jams on
96+
(99 is stil critical fail as well). Jammed weapons don’t fire the turn they jam.
Unjam by full action either a tech use +20 or BS roll.
Unreliable jams 5 easier, plasma jams 5 easier and poor quality jams 5 easier.
Jam with a grenade or missile = roll a d10. On a 1 it explodes in hand/weapon otherwise it’s a dud. - Fatique gives flat -10 to all characteristics tests no matter how much you have. Normal rules for high amounts of fatique still applies.
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NEW FEAR rules. Creatures still have fear 1-4 but now with one or more keyword(s) attached. Here are 4 examples - more to follow. So no more shock table and snap out of it tests.
- Cowering: The victim is dazed for a number of rounds equal to DoF. A dazed person only gains one half action a turn and can’t make reactions.
- Fleeing: The victim runs away as fast as possible from the fear source for DoF rounds. If you can’t flee you are dazed with a -20 pen on all tests for the duration.
- Manic: The victim gain 1 insanity point pr. DoF
- Warp Shock. The victim gains one corruption point per DoF.
- Ranged weapons discharged as a part of a melee uses WS to determine hits.
- Heavy Weapons make 2 damage to cover. Blast and spray weapons make 1d5-1 dam. to cover.
- All grenades with a damage profile gain +1d10 to damage.
- Flak gains +2 AP vs all blast weapons.
- Telescopic sight reduces penalties for range by 50% at ½ aim. Stacks with marksman for 100 % reduced penalties.
- Full auto Burst is increased to a full action.
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A roll of 99 is always a critical failure. Let the other players make a suggestion as to how the PC screws up.
A roll of 00 is always a critical success. Let the player who rolled come with a suggestion as to what happens. Encourage storytelling among the players – also within the dice system. - Clarification: Common Lore is experienced based knowledge. Scholastic Lore comes from books and school. The two can and will often differ.
- You can recieve crits on each bodypart. So a crit 5 on the body and a crit 4 in the arm is not a collective crit 9. This of course means more hitpoints for each player, but also battles that are far blodier and makes the players feel a lot of effects for the damage instead of just losing hit points again without any real consequence.
New Talents, Skills, Traits or upgrades
[Weapon & Gear Trait]
Impact (X) (like concussive but with stun for 1 round)
Fiendish Recoil (X) (-X x10 bs if moved in same round as fired)
Reflective (X) (+X AP vs las-weapons)
Aramide Plates (X) (+X AP vs Impact weapons)
Koroyd Scales (X) (+ X x10 vs Stun)
Ceramite Plates (X) (gain +X AP vs heat based weapons – I.e. flamers and meltas)
Power Supply (X) (gear runs out of power after X hours. For armour that means the character only have one ½ action each turn, no reactions and can only make standard attacks. It also loses any stat increases.)
Gyro-stabilised: Weapon never counts as being more than at long range. Heavy weapons only receive -10 pen. When not braced.
Enervated: the artificial muscles of the aged suit aren´t what they used to be. While they still carry the suits own weight well, the might of days gone by is no longer bestowed upon the wearer. The attribute bonus of a regular suit of this armor is not applied.
Slow response: the machine-spirit of this suit has grown stubborn over the ages. It isn´t following the wearers movement as it is meant to but is slow to respond to the demands of its wearer, indignant in its duty. The wearer suffers a -2 penalty to Initiative and a -10 to all Dodge, Parry and WS tests.
Hip actuator damaged: the suits artificial muscles were never restored in full, and parts of the hip remain stiff, hindering movement. The wearers MOVE is reduced by half and he suffers from (-10) on all Agility based tests.
Worn down armour: the suit had suffered heavy damage in the past, and the chest plates show it the most. While the damage was repaired, the armour smith who did this was for sure not as skilled as the artisan that had built the suit in the past. If an attacker targets certain spots in the chest (-20), the suits AP is treated as two points lower.
[Weapon Class]
Sniper
(replaces the accurate+basic weapon damage bonus from the aim action.
These weapons gain +1d10 dam at 3 successes at full aim on the first hit)
Sniper is an Exotic Weapon Training
[Talents]
Swift aim
[specific race][apt: perception, finesse][tier 2]:
use the sniper weapon ability at half aims.
Prereq
(sniper and ag 40 – for xenos and demons also the specific forbidden lore)
Exotic weapon training (sniper)[same profile as standard exotic weapon training]
Combat Medic
[apt: willpower & fieldcraft][tier 2]:
reduce heal modifiers “exposed to elements” and “under fire in combat or in a failing voidship” to -10 each.
Prereq.:
(medicae +10)
Juggernaut assault
:[apt.: strength, offence [tier 2]
as an all-out unarmed attack gain the natural weapons trait, felling (2) and Impact (0) for your attack.
combined with unarmed specialist – gain the deadly natural weapons trait.
Prereq.:
crushing blow, ws 40
Superior strikes:
[apt.: weapon skill, finesse][tier 2]
your standard unarmed attacks and unarmed swift attacks gain tearing.
Prereq.:
unarmed specialist, ws 45
Fleet Footed: [apt.: agility, general][tier 2]
You gain a permanent +1 ag bonus when calculating your move.
Prereq.:
ag 35
Lightning Parry
:
[apt. weapon skill, finesse][tier 3]
When you make a swift attack, lightning attack or whirlwind attack you can forego one of your attacks to gain an extra reaction that turn that must be used on a parry.
Prereq.:
swift attack & ag 40
Trapfinder
: [apt.: perception, fieldcraft][tier 1]
You are an expert at dealing with traps. You gain +10 % bonus to perception and pick lock tests that deal with locating and disarming traps.
Prereq.:
perception 30
Alley Cat:
[apt.: agility,social][tier 1]
You are at home on the streets. You gain +10 % bonus on concealment and silent move tests when in urban locations.
Prereq.:
Stealth +10
Rover:
[apt.: agility,fieldcraft][tier 1]
You are at home in the wilds. You gain +10 % bonus on concealment and silent move tests when in rural locations.
Prereq.:
Stealth +10
Tunnel Rat:
[apt.: agility,defence][tier 1]
You are at home beneath the earth. You gain +10 % bonus on concealment and silent move tests when in underground locations.
Prereq.:
Stealth +10