Hello together,
Reading the rules again, I found some stuff that might be buggy, intended or not described well.
So I decided to share this:
> item status has no real relevance for weapons / armour anymore
As proposal:
Best quality:
- Ranged Weapons: choose one: get reliable, lose Unreliable, get accurate or RoF 1 step better
- Melee Weapons: choose one: get balanced, lose unbalanced, get +1 damage
- Armour: choose one: weight -25% or one location gets +1 armour value
Poor quality:
- Ranged Weapons: choose one: gets Unreliable, loses Reliable, loses Accurate or RoF 1 step worse
- Melee Weapons: choose one: gets unbalanced, loses balanced, gets damage -1
- armour: choose one: weight +25% or one location gets -1 armour value
> Concussive dazes only for 1 Round ? Wouldnt DoF be better ?
> where does the melta bomb double its Pen ? Only in the center ?
> Machine Trait is no more...this leads to some missing immunities that made sense before (e.g. for servitors)
> Bounty hunter profiles list manstopper ammunition; this kind of ammunition does not exist in DH2
> NPC profiles in general are not updated to newer weapon/armour updates
> does "dodge" help against ALL attacks (incl Psy ??) or only against ranged ?
--> sources say different things:
P.81: A character can make an Evade (A) test after a
successful attack test is made against him using a ranged weapon
P.202: or the Agility characteristic to avoid any type of attack
---> I would say it is meant, that Dodge can be used against all...but isnt it a bit overpowered than ? Shouldnt it get some kind of penalty, if used against non-ranged ?
> "Preternatural Speed" looks very weak (+1m ??), especially if compared to "Sprint" & "Thundercharge"
--> does Sprint add its bonus also to Charge damage ??
--> does Thundercharge add the +2 to the charge damage ??
> Weapon Mechandrite: does not say how many AP are needed to use the weapon
--> if it needs the same as firing it by hand, it has no real benefit, besides having another weapon ready; should provide at least 1 free AP for firing with the arm
> surprise seems to weak: if a target has a good Initiative, surprise has no effect (as it has its turn before you do and therefore does not lose AP)
--> surprised targets should be considered as dazed in the first round of combat
> excessive use of Influence speaks about (p.233) losing 1 Influence bonus
--> does that mean, that you lose -10 Influence points ? Or is only 1 point meant ?
> overview of malignancies is missing RoF for some of its listed weapons
> no higher chances for weapons jams for automatic fire anymore...intended ?
I would prefer the chance to be higher (more realistic)
> no range modifiers anymore
--> makes a strange surrealistic feeling, when size of targets is considered, but not the distance to them (especially if comparing point blank VS extreme ranges)
> Burning status can be decreased within 1 round
--> should be decreased by a certain amount and not necessarily in total
> Fragmentation ounds need new text (after "Storm" disappeared)
> the Eviscerator is NOT unbalanced ?
> may Shotguns use unusual SP-ammunition ?
> no saving throws against Crippling & Sapping ?
> flexible weapons can parry now ?
> can you parry without a melee weapon (with bare hands) ? Is there any penalty if attacking bare-handed against a foe with a melee weapon ?
> missing a friendly-fire rule for shots into melee (when do you hit someone else...especially with auto-fire) ?
> Plasma Weapons should be rarer and the Pen seems way too high (~8 would be better)
> Bolt Pistol should have RoF 1; Bolt Pistol & Bolt Gun should have Pen improved to 3 or 4
> Shotgun seems a little weak now --> maybe add +1 damage
> can Psy Power "Manipulate Flame" also block certain weapons (like flame throwers or meltas) ?
> can Psy Power "Spontaneous combustion" also set objects in flames ?
> Psy Power "Telepathic Link" sounds strange to use and is not well balanced between Telepathy (to difficult) and Mind Scan (to fast and easy)
--> should be split into Telepathy & Mind Scan
> is there any Use for Detox (Toxic quality lasts not very long) ?
> Keen Intuition seems exploitable (may be re-tried too many times)
> First Aid seems WAY too exploitable (every wound can be healed very fast from a good healer)
--> it should take longer to heal and limit the use somehow, e.g. only give the wound a "treated" status, where the modifiers go down from +5/ to +3 or exchange the wound for 1 point of fatigue
> the agility cap on armour does not limit regular tests of agility / dodge etc. in any way
--> it should have influence on anything with Agility, not only the bonus value
> no strength saving throw against Takedown ? Can a target of ANY size be taken down this way ??
> no mechanicus implants any more
((((((((((
> no negative sanctioning effects anymore
(((((((((
> AAT / sanctioned / psyker combination needs to be re-worked; it needs to be possible to make:
--> non-psyker AAT-characters
--> non-AAT, but sanctioned Psyker-characters
> Make Untouchables, Un-touchable; they are very different and should feel like that
> some important Psy Powers from DH1 Core are missing (and have no real substitutes):
--> Dowsing, Soul Sight, Celular Control, Psychic Blade & Projection
> Lack of minor Psy Powers
--> some important should be integrated into the major disciplines a lower cost abilities (e.g. Wall Walk !)
> Melee Weapon RoF, based on characteristic bonus scale too fast
--> should better be scaled on Bonus/2 (rounded up), e.g. for Swords WS-B/2 (rounded up) -1 instead WS-B -3
> the Strength Bonus is sometimes used in an odd way for melee weapons; sometimes it is used as Pen, sometimes as damage modifier (this leads to strange issues, like with a sword VS chainsword)
--> maybe this should be unified / re-thought in some way
The general idea of having different characteristics giving bonus for different weapons is very good
Edited by GauntZero