Figured I'd throw up a topic so I don't take up space in Cruise's DH thread so here I go:
https://docs.google.com/document/d/1VuD18uIEKFr5H6O_RWM27dcAdkFDSx8D4lsfEtGh63Y/
Loved Tom Cruise's awesome DH adaptation of the Genesys system, but there were lots of things I didn't like about the base system and its default rules, or that I felt could be made to cleave more closely to the rules of DH/DH 2E, or the Warhammer 40k canon at large, hence producing a lot of rules/revisions/content creation in preparation for a Guardsman only game I'll be running for my friends.
Fair warning, these changes have yet to be extensively playtested, but they seem to be favoured at my table thus far, so I thought to share them with you guys as-is. Hopefully someone will get use out of the content in whole or part, and if so, I feel I've done good by posting it. This is an ongoing work in progress and I'll try to keep the thread updated with any major changes.
Some highlights:
- In general, weapons made more lore accurate; for example, Las weapons are innately accurate and lower powered but have a variable power setting, and military variants have Autofire as they should.
- DH style Suppressive Fire (one of the most tactically important and recurring things from the system).
- Optional burst fire functionality for Autofire weapons.
- Codified tables for weapon jams/malfunctions/ammo loss and other mishaps.
- Streamlined rules for weapon ammo capacity/reliability.
- Added DH style properties like Bleeding (inspired by Blood Loss) and Toxic. Burning made more faithful to DH.
- Blasts revised to be more dynamic and realistic by featuring variable blast radii, and auto-hitting outside of a Coordination checks. Self-proning provides a foolproof means of minimizing blast damage.
- Melee made more relevant and important with the addition of DnD like 'attacks of opportunity' and charging.
- Codified ambush/surprise rules so getting the drop on an enemy is far more impactful than simply determining whether one skill is used over another for initiative.
- Armour made more important for survivability than natural soak as armour soak values have increased, while only the even values of the higher of Resilience and Brawn ranks provide soak.
- Skills made much more important: Coordination and Resilience feature in avoiding harm more often; the highest of Resilience and Brawn determine Wound Thresholds and innate soak; the highest of Resilience, Discipline and Willpower ranks determine Strain Thresholds. The highest of the appropriate skill/Brawn determine melee base damage; the higher of Athletics and Brawn is used to determine Encumbrance capacity, etc... In general, characters are more dynamic and adaptable due to skills having additional utility/functionality, and there being less overall calcification beyond the initial purchase of characteristics.
- Added a ranked Tier 2 talent that allows characters to gain any one skill as a class skill, again, help reducing calcification and improve character adaptability.
- Cool skill rolled into Discipline; I always felt these skills were fundamentally the same thing, and made little sense separately; Vigilance now uses the more appropriate Cunning over Willpower.