Recomendation on Wound Effect modifiers

By KommissarK, in Dark Heresy Second Edition Beta

-Make it so that all hits are considered to occur at the same time, and as such, do not benefit from Wound Effect modifiers from hits caused from the same attack. I.e. make it so that high rate of fire is not inherently superior because each further hit will consistently result in higher and higher wound effects.

-Create some circumstance beyond Righteous Fury for inflicting Critical Wounds. Perhaps going over some threshold (perhaps all wound effect values of 20+ are crit wounds). Or perhaps having a base damage in excess of 2x the defence score.

Thoughts?

Idea!

-Accurate quality now inflicts a Critical Wound when the attack hits with over 3 DoS.

And I'm digging your idea on high RoF counting as one hit for Wounds.

Edited by Plushy

Idea!

-Accurate quality now inflicts a Critical Wound when the attack hits with over 3 DoS.

And I'm digging your idea on high RoF counting as one hit for Wounds.

Good idea, but might need some finagleing with the Red Dot Sight, which now grans Accurate.

"When a weapon with the Accurate quality fires one shot and scores over 3 DoS, the effect counts as a Critical Wound" could work, then.

Maybe a temporary fix could be to give certain weapons a "shoot to kill" action that doubles RoF to trigger, but gives +10 on wounding.

Also.. Regarding armour, maybe it would be an idea to count Pen against T instead of counting it against AV. And maybe double all Armour Values.

Off the top of my head. It consists of several points:

  • Damage is now no longer reduced by Toughness Bonus. Instead, reduce damage only by Armour and Cover. Other factors may increase this optionally - nothing definite yet.
  • If remaining damage (after reductions) is less than the target's TB, the target suffers 1 wound as normal. If remaining damage is the target's TB or greater, the target suffers 2 wounds. If the remaining damage is twice the target's TB or greater, the target suffers 3 wounds, and so forth. If Righteous Fury is inflicted, then only the first wound is a Critical Wound.
  • For every wound inflcted by that hit after the first, add +5 to the resultant injury. This is in addition to the modifiers imposted by wounds and critical wounds suffered from previous hits.

For example, a Guardsman wearing Flak armour with Toughness 40 is hit three times in the body by a Lasgun (1d10+2). For the first hit, the lasgun's damage roll is a 9 in total. This is reduced to 5 by his armour. The resultant hit is greater than his Toughness Bonus, so inflicts two wounds. The Guardsman marks off two wounds, and suffers a result of 10 on the injury table (5 damage, +5 for the additional wound). The second hit deals only 7 damage, reduced to 3 by his armour. This only causes one wound, but the Guardsman has already suffered two (from the previous hit), so it causes a result of 13 on the injury table (3 damage, +10 for two prior wounds). The third hit inflicts righteous fury - 12 damage and a critical wound - which is reduced to 8 by armour, so it inflicts a further three wounds... added to the three already suffered, this adds a +25 (3 prior wounds, 2 additional wounds in this hit), for a total of 33. This kills the Guardsman.

Like I said, it's just off the top of my head, so it's entirely untested.

Edited by N0-1_H3r3

Well, in its current state, previous wounds dealt by the current attack do not count for wound effects, which is good. Thats still a rather interesting idea though N0-1, although I think damage would need to be seriously retooled if TB is no longer calculated into defence.

Off the top of my head. It consists of several points:

  • Damage is now no longer reduced by Toughness Bonus. Instead, reduce damage only by Armour and Cover. Other factors may increase this optionally - nothing definite yet.
  • If remaining damage (after reductions) is less than the target's TB, the target suffers 1 wound as normal. If remaining damage is the target's TB or greater, the target suffers 2 wounds. If the remaining damage is twice the target's TB or greater, the target suffers 3 wounds, and so forth. If Righteous Fury is inflicted, then only the first wound is a Critical Wound.
  • For every wound inflcted by that hit after the first, add +5 to the resultant injury. This is in addition to the modifiers imposted by wounds and critical wounds suffered from previous hits.
For example, a Guardsman wearing Flak armour with Toughness 40 is hit three times in the body by a Lasgun (1d10+2). For the first hit, the lasgun's damage roll is a 9 in total. This is reduced to 5 by his armour. The resultant hit is greater than his Toughness Bonus, so inflicts two wounds. The Guardsman marks off two wounds, and suffers a result of 10 on the injury table (5 damage, +5 for the additional wound). The second hit deals only 7 damage, reduced to 3 by his armour. This only causes one wound, but the Guardsman has already suffered two (from the previous hit), so it causes a result of 13 on the injury table (3 damage, +10 for two prior wounds). The third hit inflicts righteous fury - 12 damage and a critical wound - which is reduced to 8 by armour, so it inflicts a further three wounds... added to the three already suffered, this adds a +25 (3 prior wounds, 2 additional wounds in this hit), for a total of 33. This kills the Guardsman.

Like I said, it's just off the top of my head, so it's entirely untested.

I'm being mean; this certainly looks interesting, though it seems to be complicated. I dislike keeping track of all these Wounds and Critical Wounds and what gives which modifier to what table.

Edited by Plushy

Off the top of my head. It consists of several points:

  • Damage is now no longer reduced by Toughness Bonus. Instead, reduce damage only by Armour and Cover. Other factors may increase this optionally - nothing definite yet.
  • If remaining damage (after reductions) is less than the target's TB, the target suffers 1 wound as normal. If remaining damage is the target's TB or greater, the target suffers 2 wounds. If the remaining damage is twice the target's TB or greater, the target suffers 3 wounds, and so forth. If Righteous Fury is inflicted, then only the first wound is a Critical Wound.
  • For every wound inflcted by that hit after the first, add +5 to the resultant injury. This is in addition to the modifiers imposted by wounds and critical wounds suffered from previous hits.
For example, a Guardsman wearing Flak armour with Toughness 40 is hit three times in the body by a Lasgun (1d10+2). For the first hit, the lasgun's damage roll is a 9 in total. This is reduced to 5 by his armour. The resultant hit is greater than his Toughness Bonus, so inflicts two wounds. The Guardsman marks off two wounds, and suffers a result of 10 on the injury table (5 damage, +5 for the additional wound). The second hit deals only 7 damage, reduced to 3 by his armour. This only causes one wound, but the Guardsman has already suffered two (from the previous hit), so it causes a result of 13 on the injury table (3 damage, +10 for two prior wounds). The third hit inflicts righteous fury - 12 damage and a critical wound - which is reduced to 8 by armour, so it inflicts a further three wounds... added to the three already suffered, this adds a +25 (3 prior wounds, 2 additional wounds in this hit), for a total of 33. This kills the Guardsman.

Like I said, it's just off the top of my head, so it's entirely untested.

Congratulations, you have now robbed Toughness of its most vital use; soaking damage. Acolyte cells now consist entirely of butt-naked ninjas bouncing off the walls and armored hulks hiding inside fortified bunkers and heavy vehicles.

I'm being mean; this certainly looks interesting, though it seems to be complicated. I dislike keeping track of all these Wounds and Critical Wounds and what gives which modifier to what table.

How about just doubling all Armour Values, counting Penetration separately against both Armour Value and Toughness Bonus, and counting all damage as Critical? That's fairly simple, makes armour useful, nerfs toughness, and ups lethality.

I know this might be a drastic change, but couldn't we change the wound system to a damage track based on your toughness bonus? Toughness bonus would represent some sort of Damage Threshold.
For instance, once your take an amt of damage equal to half of your TB - refer to the chart and apply the appropriate wound effect (this would be sort of analgous to wound penalties from other systems.)

Then, once you take damage equal to your TB, you receive another wound effect of greater severity.

You could have tiers at TBx2, TBx3 and so on and a char would die once he received a kill result.
The benefit being 1-TB would be more useful as a stat. 2-you won't have to refer to the crit charts as much.

Does this make any sense?

Edit: Also, you could more easily apply this to NPCs more easily, with slightly less bookkeeping.

Edit Edit: I don't have the beta yet, so this is coming from an incomplete understanding of how things work.

Edit: Also, maybe we could avoid the aforementioned naked ninjas by ruling that you can only mitigate damage with Toughness if you're wearing armor or you have something like an Unnatural Toughness trait. All of the sudden, armor is important again.

Edited by khimaera