Compiled Suggestion of Changes for Dark Heresy
OR
Compiled Suggestion of House rules for Dark Heresy
This is a compilation of all the main rules changes I would make to combat and the armory. I also have a lot of ideas for Psychic Powers that I’ll get into in a later post. I really doubt that most of these will make it into the beta, but I’ll try to explain my reasoning behind them.
First off, I’ll get into some of the combat changes I’d make. These are based around people’s observations and comments on the forums. Some of the main problems I have heard with the combat system center around Wounds and Rate of Fire. Here are some of the issues at hand:
Problem: The wound system can result in the nonsensical situation of someone mortally wounded in the leg being punched in the head and killed instantly.
Solution: I know this means more book-keeping, but I think we might as well just track wounds by target area. In other words, your arms, torso, legs, and head each have their wounds tracked separately. This would mean having that little diagram of a dude and having spaces beside each body part to track wounds. Yes, this adds more paperwork. It also adds more realism, though, and allows for the following change. You see, the other problem with this rule is that it will potentially slow combat down quite a bit and increase survivability. However…
Problem: Weapons that in the fluff are meant to be used against vehicles and armor meant to make you into a walking taint balance poorly against other less powerful weapons.
Solution: New Qualities are added to Weapons and Armor.
(Armor Quality) Heavy: This armor OR cover is reinforced to resist most small arms fire. When attacked by an attack without the Devastating quality, the target behind this armor or cover receives no damage.
(Weapon Quality) Devastating: This weapon is able to do damage normally to targets behind Heavy armor or cover. If this weapon is used against a target that is not protected by any heavy armor or cover, add 1d10 to the damage of the weapon.
Essentially, Power Armour, some forms of cover, and most vehicles will count as Heavy Armour. Devastating weapons will be limited to the obvious ones. If a target is behind non-Heavy cover but IS wearing Heavy armor, roll 1d10 and add that to the damage made to the cover, but not to the target. Additionally, I would make the following change to Melta.
Melta: This weapon ignores the Defense value of any non-Heavy armor or cover. If this weapon has Devastating, it halves the Defense value (round up) of any Heavy armor of Cover (sum up all defense values before halving the single total).
Problem: Toughness Bonus acts as “skin armor” that soaks bullets unrealistically
Solution: Toughness bonus no longer adds to your defense value. Instead, those first 10 wounds on the Wound charts are now replaced with your Toughness Bonus. Meaning if you have a Toughness of 4, you can suffer up to 4 damage with no ill effect. If you have a Tb of 10, you can suffer up to 10 damage with no effect. The effects of wounds are otherwise kept the same.
A couple new traits will be added:
Size: Add 1 to your defense value for each level above normal, or subtract 1 for each level below.
Monstrous (X): Add X to your defense value
Problem: High RoF weapons have three advantages over low RoF weapons: Greater number of hits, greater chance for Righteous Fury, and increased Action Point flexibility. The only disadvantage of High RoF weapons is their decreased damage in comparison to high RoF ones. Dual-Wielding weapons also suffers from this problem.
Solution: Weapons all cost 1 AP to be fired. You are now allowed to make multiple attacks in your turn. You may only score 1 Critical Hit per attack, regardless of the number of Hits/Wounds inflicted. RoF is now split up into 2 Categories: RoF and Max Attacks. RoF refers to the number of bullets shot out per attack and Max Attacks refers to the number of attacks that a weapon can make in a turn. So, a weapon with RoF 3 and Max Attacks 4 can make up to 4 attacks per turn each dealing up to 3 Hits/Wounds of damage.
Other Changes:
Called Shot can now be used in an additional way. If a player is able to find a weak point in a target (this will likely require at least an awareness roll), either physical or armor, he may pay 3 AP to make a single called shot attack at -20 (or more at GM discretion and the size of the weak point). This attack counts as having the Devastating Quality. If the weapon being used already has the Devastating Quality, it adds 1d10 to its damage.
I'll add more to this as they come up, and in another post I'll start laying out my specific revised weapon and armoury tables. I hope that these suggestions are satisfactory to everyone in the community, as they are a compromise of added realism (e.g. wound tracking for specific body parts) and abstracting for the sake of balance (e.g. only 1 critical hit allowed per attack). I'll also be happy to explain the reasoning behind each of these changes in greater detail, and may edit more reasoning in as I go.