To help with snipeing

By Alexofthatilk, in Rogue Trader House Rules

thought i'd post a house rule i tend to use in both DH and RT to encorage the use of snipeing and aimeing

when a charicter takes the aim action, each degree of sucsess increases the base damage of the weapon used by 1

for example, i have bs 40 and take one aim action, and role 20, giveing me 3 degrees of sucssess. this would provide a damage bonus of 3

optional rules:

either in adition to, or instead of this can be done as AP rather than damage

playetesting has shown this to be very efective, as my party tend to mow down poorly armord troops as normal, but against something togher, they tend to aim and take stedy shots for the extra confirmed damage

Alexofthatilk said:

thought i'd post a house rule i tend to use in both DH and RT to encorage the use of snipeing and aimeing

when a charicter takes the aim action, each degree of sucsess increases the base damage of the weapon used by 1

for example, i have bs 40 and take one aim action, and role 20, giveing me 3 degrees of sucssess. this would provide a damage bonus of 3

optional rules:

either in adition to, or instead of this can be done as AP rather than damage

playetesting has shown this to be very efective, as my party tend to mow down poorly armord troops as normal, but against something togher, they tend to aim and take stedy shots for the extra confirmed damage

You might want to check out the "Accurate" property for weapons. When you use an aim action with an accurate weapon, you gain +1d10 damage for each 2 degrees of success.

Compared to the DH errata rules, and the in book rules for RT for accurate basic weapons (Sniper rifles). The above rules are rather weak. You can get up to +3d10 damage (I think). Give an NPC a long las with a hotshot pack, rapid reload, a place to snipe, a red dot scope and PCs in power will run for cover.

as mentioned it does only work for basic weapons

All these kinds of suggestions give rather arbitrary bonuses to sniping simply to produce a semi-realistic, but grossly inconsistent, result.

The problem isn't that sniping is inherently weak, the problem is that people withstand far too much damage before going down, regardless of weapon. If you want realistic and efficient sniping but maintain a consistent game world, the solution is to make everyone in the game withstand less damage, either by reducing everyone's Wounds, or by some mechanism allowing critical hits to be inflicted without first reducing the target to 0 wounds.

A mooks rule is good for this Konrad.

Since DH came out i've been playing with the following house rule

Mooks have no wounds. All damage is applied straight to the critical tables.

Advanced mooks, have 5 wounds.

Beyond thats its really elite stuff and uses normal rules.

Means that the PCs can snipe, machine gun and have huge fights without getting too bogged down. Speeds up play and makes for more dramatic battles.

I use slightly different Mook rules:

Rule number one, no criticals for mooks, they bog down combat and mooks should die in a way it makes the character look cool

Types of mooks:

Normal Mook: 1 wounding hit kills them

Veteran Mook: 2 wounding hits kill them or a single attack which inflicts 5+ damage

Elite Mook: 3 wounding hits kill them or a single attack which inflicts 10+ damage


As for sniping, the Accurate trait for basic weapons works fine...