For me, the influence system in Second Edition needs some attention. Although the influence mechanics seem sound enough, I think it is mainly the availability values in the equipment tables need some serious rebalancing. (for an alternative to the influence system itself, see NimSim's post about influence and subtlety)
Here is my reasoning:
The influence system seems to be the primary mechanism by which the acolytes acquire their gear or any services they need. As such I'd expect the sytem to take care of the following points:
Firstly, gear for newly made characters. This should reflect items that the character has retained over his career before becoming an acolyte. We're talking low power level here, so lasguns, shotguns, maybe a mono sword, but probably not a chainsword and bolt pistol.
Secondly, it should provide a mechanism for acquiring gear or services during a mission (we're going to break into the heretic's stronghold and need some explosives to blow out the back door, or maybe the guardsman's flak armor got busted and needs to be replaced. Or the acolytes need to acquire the help from a couple of local enforcers.
Thirdly, it should provide a mechanism for acquiring new personal gear between missions. At starting level this should be comparable to the starting gear; at later levels the items that can be acquired should slowly get more powerful. Scaling up to the far end of the system, for newly minted inquisitors, this probably means they can get their hands on a suit of power armour and a power weapon if they invest some time in it.
At first sight, the current system seems to be inspired by the influence sytem from Ascension (pages 13-18 for those who have that book), although it has new acolytes starting somewhere around 36 influence (25+2d10), and puts newly minted inquisitors at 75 (I take this from the prerequisite for the inquisitor talent, p.66) - for the ascension system, acolytes would have been at influence 1, and newly minted inquisitors at 40. The ascension system, however, had more extensive rules for the use, gain and loss of influence.
The new system is somewhat unclear. On p.131, it is stated "To acquire an item or service, a character must make a requisition test. To do so, the character makes a test (as outlined on page 13), rolling 1d100 and comparing the result to his Influence characteristic." - there is no mention of the commerce skill, no mention of the amount of time it takes to perform the action and no consequences for failure. It does mention an effect on the groups subtlety, which is good during missions (case 2) but probably not applicable when acquiring gear between missions (case 3)
However, Commerce (p.79) states: "A character makes a Commerce (IF) test to acquire a single piece of equipment and, if successful, he finds and acquires the gear sought." it also mentions "If the test is failed, the character cannot re- attempt the test for a number of days equal to the degrees of failure suffered on the test." Still, no mention of the amount of time for the test itself, other than "part of a transaction".
For starting gear, p.59 states "An Acolyte can select a number of items up to his starting Influence bonus value from the Armoury that have an overall Availability of –10 or higher."
Now let's compare this to my 3 cases.
The first is pretty clear: a few (3 or 4, 2 if you're really unlucky.) items of availability -10 or higher. I could get a laspistol, lasgun or long-las, the non-heavy solid projectile weapons (that excludes the sniper rifle, but I don't particularly mind that), a flamer, or any low-tech weapons. The web pistol (-10) stands out, I'd expect that to be a little harder to get. But not much of an issue here.
Krak grenades seem, at first sight, a little too easy to get at -10, but it's an expendable item, so if a single krak grenade is going to be your one saved-up pieces of starting equipment - fine.
Chain weapons seem to be too easy to get. Although their availability is lower than low-tech, all except the eviscerator classify as starting equipment, making the low-tech weapons obsolete other than for style purposes.
Enforcer armor is harder to get than flak armor, and doesn't qualify as starting equipment (at -20) - with an arbites background you do get one of these for starters, but as it's also worse (heavier and less protective) than flak this seems weird.
Also, according to case 3, this means that a fresh character attemping to get one of these items should be able to do so if they have a little time (e.g. between missions). A starting character will have influence between 27 and 45, with commerce (probably) between -10 and +10. That puts the full range between 17 and 55, although let's say between 25 and 40 for practical purposes (assuming the commerce description is the right one).
Because the only penalty for failure is a time before re-attempt, with enough time, any acquisition that can be made with a lucky roll can be made. With a net check of 10, a requisition attempt would average 50 days; this becomes 23 days for a check of 20 and 14 days for a check of 30. (Somewhere along those lines. I can include the whole computation but I think this is enough for argument's sake). For practical purposes, I'll assume any item requiring a net roll of 20 or more can reasonably be acquired between missions (3 weeks time).
So, to acquire an item of availability -10 between missions, I'd need Commerce(IF) at 30. That seems about right. However, playing a highborn administratum character, my Commerce(IF) is going to be around 50. That means I can get my hands on anything of availability -30 or higher. That, in itself, doesn't sound too bad. However, that means I can get a power weapon (sword, axe or maul), plasma gun, bolt weapon (pistol, gun) or hot-shot lasgun. the bolt pistol, maybe. The power sword? questionable. The plasma gun/boltgun? I'd say no. Some care needs to be given to the rarity of some of the, well, rarer items.
Looking at the newly-minted inquisitor, depending on his commerce skill his Commerce(IF) will be 65-105. There is nothing in this book he can't get, although With an availability of -50, the inferno pistol, autocannon, heavy bolter and light power armor might take a little longer to get if the inquisitor hasn't got his commerce skill up to scratch. But I feel the availability of some of those items might be decreased to -70 or -80. If the new inquisitor really cares that much about his gear, it's likely he'll have invested in his commerce skill anyway.
Also, let's take a look at a character who focuses on commerce. I'll take an adeptus administratum seeker (cheap Int and Fel)
At 1350 xp, I'll have commerce at +30, so commerce(IF) is at 65, assuming average influence. This already puts ANY item in the book in reach (effective skill 15, ok, will take a long time for the most rare items) - admittedly, this is not a balanced character, but focusing about 25% of my xp I'd be there at rank 4. this seems too soon to be able to get everything - making a stronger argument for decreasing availability of truly rare items below -50.
Focusing the character a bit more, I take int 50, fel 50, keen intuition, cover-up and contact network (whcih replaces F for IF). This is about 3450 xp (including commerce +30). spending 25% of xp along that line we're talking rank 7, although that probably means we raise F to 70, not 50. This puts Commerce (IF) at 100 on rank 7, meaning that an item with availability -80 is something that can be acquired. I'd propose putting the 'rare' end of items in that range (rather than -40, -50). Commerce(IF) would be at 80 at rank 3 for power players, so they'd be able to get availability -60 items.
One thing I haven't addressed so far is acquiring items mid-mission. Now, we're talking about a single Commerce(IF) roll - no time for retries. For starting characters, availability +20 items have a 50/50 chance of being acquired, although this could be increased to 70/30 if they're willing to spend a fate point if they really need it. All you can get is a laspistol, a knife, or a staff. Not much room here. Replacing a piece of starting equipment is, at a -10, very hard. I don't mind the latter (as stated, to me, starting equipment reflects the valuable stuff you've saved up, not necessarily what you can acquire on the fly) but the availability of very common, easy-to get items should probably be raised a little (at +40, a starting character has a 70% chance of finding something in a hurry)
So to summarize:
- the rules should be clarified on how long it takes to accomplish a test, what the test is (plain IF or Commerce(IF), and what the penalties of failure / possibilities for re-attempt are). The requisition part an p. 131 should probably redirect to the commerce skill.
- the starting equipment mechanism seems ok, the item tables maybe have 1-2 items that should be a little rarer.
- The availability values on the tables should cover a much wider range, say from -80 to +40. The values should reflect the following:
+40: abundant goods (easy to acquire during a mission)
+20: common goods (possible to acquire during a mission but not guaranteed)
-10: starting equipment (hard to get during a mission, but possible to get between missions)
-50: mid game (rank 4-5) equipment
-80: late game (rank 7-8) equipment
- Availability values should be better balanced against one another
I've given rebalancing the availability of items a shot in the following table. Please note that this is without looking at the stats of the items in detail; it's my interpretation of how easy it should be to acquire these items taking the setting in mind. Suggestions on that part are definitely welcome. (anything marked with a ' is changed from the last update).
BOLT WEAPONS
Bolt Pistol –30
Boltgun –50'
Storm Bolter –70'
Heavy Bolter –50'
LAS WEAPONS
Laspistol +20
Lasgun +20'
Long-las –10
Hot-shot Laspistol –40'
Hot-shot Lasgun –50'
SOLID PROJECTILE WEAPONS
Autopistol +10'
Stub Revolver +30'
Hand Cannon +10'
Autogun +0
Shotgun +0'
Sniper Rifle –20
Heavy Stubber –30
Autocannon –50
MELTA WEAPONS
Inferno Pistol –80'
Meltagun –50'
PLASMA WEAPONS
Plasma Pistol –70'
Plasma Gun –80'
FLAME WEAPONS
Hand Flamer –30'
Flamer –10
Heavy Flamer –40'
LOW-TECH WEAPONS
Bolas +10'
Bow +0'
Crossbow +10'
Throwing Knife +10
LAUNCHER WEAPONS
Grenade Launcher –20
Missile Launcher –40'
EXOTIC WEAPONS
Needle Pistol –50'
Needle Rifle –60'
Web Pistol –20'
Webber –40'
Grenades & Explosives
Frag +20'
Hallucinogen –30'
Haywire –40'
Krak –10
Melta Bomb –30
Photon Flash –10'
Smoke +20'
Stun –10
Web +0
Melee Weapons
CHAIN WEAPONS
Chainaxe –40'
Chainblade +0'
Chainsword -20'
Eviscerator –60'
POWER WEAPONS
Power Axe –60'
Power Fist –80'
Power Maul –60'
Power Sword –50'
LOW-TECH WEAPONS
Knife +40'
Sword +20'
Staff +30'
Warhammer +0'
Whip +0'
FORCE WEAPONS
Force Staff –70'
Force Sword –80'
SHOCK WEAPONS
Electro-Flail –50'
Shock Maul –20
EXOTIC WEAPONS
Hunting Lance –40'
Armour
Robes +40'
Manufactorum Coverall +30'
Hive Leathers +20'
Feudal Armour –10
Body Glove –30
Enforcer Armour –10'
Flak Armour –10'
Mesh Armour –40'
Light Carapace Armour –60'
Light Power Armour –80'
Weapon Modification
Backpack Ammo Supply –10
Compact -30'
Counter-weight -10'
Custom Grip –30'
Expanded Magazine +10
Melee Attachment +20
Mono –20
Motion Predictor –40'
OmnissianSanction –50'
Photo Sight –20
Preysense Sight –20
Quick-Release -20'
Red-Dot Laser Sight –20'
Reinforced +10
Suppressor –10
Suspensor –50'
Targeter –50'
Telescopic Sight –20'
Vox-Operated –60'
CUSTOM AMMUNITION
Amputator Shell –30
Bleeder Rounds –20
Dumdum Bullets –10
Expander Rounds –10
Fragmentation Rounds –10
Inferno Shells –30
Scrambler Rounds –30'
Tox Rounds –30'