Force Field can absorbs all attacks?

By Telosse, in Rogue Trader Rules Questions

Bilateralrope said:

Telosse said:

I also note that it moves you 2d10 meters, but you need 3 dice to show the same number for bad things to happen.

Indeed. You do, however, roll one aditional dice to determine the direction, using the "Missing" rules on page 248 in the core rulebook. Thus bringing the grand total to 3 dice, giving it a 1% chance to get stuck in the imaterium for a few rounds... Worth the risk I belive.

Errant said:

Telosse said:

3. Character must roll separately for each shot of auto-bursts

Oh, god. So many dice to roll.

That will be struck down by my table. We'll be sticking with one roll for the field per attack, whether that attack is a Standard Attack, a Semi-Auto Burst, or a Full Auto Burst.

Bilateralrope said:

Thus making the displacer the best of all the force fields. Once you block one of the hits you get displaced and thus avoid the rest. If you ignore fate points and the field overloading, this is your chance of shot x making it through the field:

1: 45.00%
2: 20.25%
3: 9.11%
4: 4.10%
5: 1.85%
6: 0.83%
7: 0.37%
8: 0.17%
9: 0.08%
10: 0.03%

I don't have my book in front of me so I could be wrong, but might it be that the displacement only occurs after all of the deflection rolls are made? That it moves you based on the first 'attack' it deflects and not the first 'hit'? This way, if you were hit 10 times, you'd make your 10 rolls, and if at least 1 is deflected, then you teleport? This seems like it cuts back on the displacer's power a bit.

jareddm said:

Bilateralrope said:

Thus making the displacer the best of all the force fields. Once you block one of the hits you get displaced and thus avoid the rest. If you ignore fate points and the field overloading, this is your chance of shot x making it through the field:

1: 45.00%
2: 20.25%
3: 9.11%
4: 4.10%
5: 1.85%
6: 0.83%
7: 0.37%
8: 0.17%
9: 0.08%
10: 0.03%

I don't have my book in front of me so I could be wrong, but might it be that the displacement only occurs after all of the deflection rolls are made? That it moves you based on the first 'attack' it deflects and not the first 'hit'? This way, if you were hit 10 times, you'd make your 10 rolls, and if at least 1 is deflected, then you teleport? This seems like it cuts back on the displacer's power a bit.

The text of the displacer field:

Unlike most force ?elds which absorb and defect attacks,
archeotech displacer ?eld devices work by moving the wearer
out of harm’s way.

There is no deflection of the incoming attack, only the displacement when you are teleported away.

Bilateralrope said:

There is no deflection of the incoming attack, only the displacement when you are teleported away.

However, since all the attacks are essentially hitting simultaneously, it'd make more sense to find what all the attacks do, judge the damage for those hits that didn't activate the field, and then teleport away.

Bilateralrope said:

There is no deflection of the incoming attack, only the displacement when you are teleported away.

It has a power rating just like any other force field. Of course it deflects.

jareddm said:

Bilateralrope said:

There is no deflection of the incoming attack, only the displacement when you are teleported away.

It has a power rating just like any other force field. Of course it deflects.

You mean it uses the same system as the other force fields. Displacer fields don't deflect any shots, they move the user away from the area being shot at.

2 different methods of protecting from attack, using the same system to show how good they are at protecting.

MILLANDSON said:

Bilateralrope said:

There is no deflection of the incoming attack, only the displacement when you are teleported away.

However, since all the attacks are essentially hitting simultaneously, it'd make more sense to find what all the attacks do, judge the damage for those hits that didn't activate the field, and then teleport away.

Many guns only have one barrel for the bullets to go down, meaning the bullets will have to come out in an order. So how does the displacer fail to protect you from a hit that lands after a hit it did protect you from , when its only means of protection is to teleport you away ?

The fire rate of the gun is also slow enough that tracer rounds help the shooter in adjusting his aim after he starts firing, which does give a lower limit to how long the full burst takes. Which means my question about conversion fields blinding the shooter mid burst also needs answering.

Bilateralrope said:

Many guns only have one barrel for the bullets to go down, meaning the bullets will have to come out in an order. So how does the displacer fail to protect you from a hit that lands after a hit it did protect you from , when its only means of protection is to teleport you away ?

Because the rules are abstract, and run on the principle of those bullets hitting at the same time/all the damage being done at once.

Doing it any other way makes the Displacer Field horribly overpowered.

MILLANDSON said:

Bilateralrope said:

Many guns only have one barrel for the bullets to go down, meaning the bullets will have to come out in an order. So how does the displacer fail to protect you from a hit that lands after a hit it did protect you from , when its only means of protection is to teleport you away ?

Because the rules are abstract, and run on the principle of those bullets hitting at the same time/all the damage being done at once.

Doing it any other way makes the Displacer Field horribly overpowered.

Thing is, abstraction usually simplifies things to make gameplay better. But this doesn't simplify things, and gameplay suffers when mechanics don't make sense. Such as when you are saying that the hits are close enough together that hit order doesn't matter, but tracer shells say the ROF is low enough that you can adjust your aim after you start shooting.

There is an obvious way to keep the other fields useful: Make all force fields all or nothing. Doing it that way also:

- Greatly reduces the number of rolls required, thus speeding up combat. Especially when a conversion field is involved.

- Places full auto attacks on the same level as high damage single-shot attacks when they hit a field. FA is already better than single shot against dodge and for destroying most cover.

- Lengthens how long a field will last before failing in combat.

- Makes things less predictable, because there is a higher chance of results that are away from the average.

- Makes more sense.

- Means that fate points are worth using on a force field roll.

- Removes tricky questions that players will argue about, like conversion fields blinding the attacker on their first hit (a question I view as more important than the discussion around a displacer field, also a question that you have ignored)

So what are the good reasons for rolling for each hit ?

Bilateralrope said:

- Means that fate points are worth using on a force field roll.

Force field activation is not one of the rolls a Fate Point is allowed to be spent on.

HappyDaze said:

Bilateralrope said:

- Means that fate points are worth using on a force field roll.

Force field activation is not one of the rolls a Fate Point is allowed to be spent on.

Why not ?

It's a d100 roll. So what separates the force field roll from the other d100 rolls ?

Bilateralrope said:

Why not ?

It's a d100 roll. So what separates the force field roll from the other d100 rolls ?

Only Tests can be re-rolled with a Fate Point... not rolls to see if your Forcefield works, nor rolls on d100 tables, or any other d100 roll that isn't defined as a Test.

N0-1_H3r3 said:

Bilateralrope said:

Why not ?

It's a d100 roll. So what separates the force field roll from the other d100 rolls ?

Only Tests can be re-rolled with a Fate Point... not rolls to see if your Forcefield works, nor rolls on d100 tables, or any other d100 roll that isn't defined as a Test.

And why isn't the force field roll a test ?

Like other tests, you have a threshold value. If a d100 roll is equal to that threshold or below, you pass, otherwise you fail.

Before anyone points out that force fields don't involve a characteristic, remember that we are talking about tests here. Not skill tests.

Because it's a limitation of the use of Fate Points? You may as well ask why they don't allow you to reroll damage.

Bilateralrope has a point; IF the Fate point usage states that it can re-roll "Tests" AND the force field is a "Test", THEN Fate point can re-roll Force Field Test.

Now.. doing some rules-search from the book...

a. Fate Point can be used to re-roll failed test once.

b. Apparently Force Field do not do 'Tests'. They say 'roll d100' and compare the result with the number. For me, this is a totally different terminology.

So, my opinion in this matter is Fate Points can not be used to re-roll d100 on Force Field.

On the other hand... correct me if I'm wrong, but do we have the Profit Factor test for Acquisition? Maybe an errata is needed if the intention to Fate Point is limited to "Characteristic Test"

Just an opinion, I'm sorry for being a rules lawyer here. sad.gif

Rulebook specifically mentions that Acquisitions are Tests . A force-field trigger effect is not.

Fair enough. I concede that point.

I'm afraid I also house-ruled force fields. Initially, my group played it by the book, with one roll per each shot. But, then the players tangled with a bunch of goons who all had automatic weapons. It really is too many dice to roll. Also, the fields short out in short order... there are so many rolls that you are bound to overload the field. So, now force fields work like dodge. Each DoS stops an additional round.

And by the by, my players have acquired a set of 5 common quality conversion fields. (Party of, conveniently, 5). They are a life saver. They've prevented the burning of three fate points so far.

Cheers,

- V.