System redo. What to keep/lose?

By Adeptus Ineptus, in Dark Heresy Second Edition Beta

Please dont tie AP to Ag ! Agility is too powerful already.

Why not tkae Perception or Intelligence to show tactical overview ?

I agree with Gaunt. If you have higher agility, you already move faster. Why could you take a better aim (more ap's for it) with faster hands / better reaction time? It has nothing to do with it!

I dont think we should tie action points to anything. It doesn't have any logic behind it and makes agility unbalanced!

There is already a talent which gives you an additional reaction.

Making the action economy variable by character stats is a risky move. It's terribly hard to balance it and usually just ends up with whoever has the most combat actions wins. Whatever you tie AP to to give you more of it - consider that characters who aim for more AP will already be better at combat than say a knowledge-focused character, so not only are their combat actions more effective, they get more of them as well.

I agree with Gaunt. If you have higher agility, you already move faster. Why could you take a better aim (more ap's for it) with faster hands / better reaction time? It has nothing to do with it!

I dont think we should tie action points to anything. It doesn't have any logic behind it and makes agility unbalanced!

There is already a talent which gives you an additional reaction.

Speed has everything to do with it. You can take time to aim, or you can be fast enough to aim quickly and accurately. When I was in the army and down on the range, I'd usually go back to my unit with a sharpshooter or hawkeye qualification because I was able to quickly identify the pop ups, fire my weapon, and ready myself without wasting too much time (except for, of course, when my dang rifle jammed).

Reaction time and speed of hand-eye coordination is directly tied to it, and makes perfect logic (if you actually know what it's like).

Making the action economy variable by character stats is a risky move. It's terribly hard to balance it and usually just ends up with whoever has the most combat actions wins. Whatever you tie AP to to give you more of it - consider that characters who aim for more AP will already be better at combat than say a knowledge-focused character, so not only are their combat actions more effective, they get more of them as well.

I really don't see how a combat-focused character being better in combat over a knowledge-focused character as being a bad thing. It may hard to balance contained within the context of combat, but in the overall schema every role should be really good at something that the other roles can only be envious of.

Making the action economy variable by character stats is a risky move. It's terribly hard to balance it and usually just ends up with whoever has the most combat actions wins. Whatever you tie AP to to give you more of it - consider that characters who aim for more AP will already be better at combat than say a knowledge-focused character, so not only are their combat actions more effective, they get more of them as well.

I really don't see how a combat-focused character being better in combat over a knowledge-focused character as being a bad thing. It may hard to balance contained within the context of combat, but in the overall schema every role should be really good at something that the other roles can only be envious of.

Combat oriented characters will already be better at combat than knowledge characters. Giving combat characters more actions than others just widens the divide, which could lead to one character totally dominating encounters while others struggle to contribute.

I'd really like to see an example of variable combat actions done well, but I'm not sure I want to see that in DH2 (mostly because I don't trust FFG to make a balanced game as it is).

Bump. Please see post #98, this thread, for an example of Ag-based AP (movement).

I know no one commenting after my post have yet to see it (based on context), so I'd first like to say this:

I'm suggesting a variable AP mechanic based upon Agility, but the limit is 6 AP barring a certain few Talents and Unnatural Agility, of course. I'm just looking for feedback, not something that will devolve into argumentative rubbish and hate speech. If it turns that direction, I'll simply withhold all else regarding my take on Ag-based AP in the interest of a civil forum.

I think coming at it from the view point of "he who has the most AP wins" is fine, if you stop to think that implies a one-on-one scenario against a normal human opponent that may or may not be more agile than yourself. Make the human an Eldar, then it becomes unfair, but only as far as the Agility bar is raised. However, in a "mass combat" scenario, one where all or most of the PCs are engaged in combat against a variable number of adversaries, the outcome is even farther from being certain.

NPCs will work together in combat. This could be considered as "pooling" the AP. Players can do the same, making up for some characters having less AP than others. As I see it, using your AP for yourself in any situation where its resource can be "pooled" (read as cooperation) to achieve tactical superiority is selfish and detrimental. Yes, an impressively learned archaeologist is likely less skilled with a revolver than Indiana Jones. But, Jones' father didn't use a gun, he used an umbrella...

Edited by Brother Orpheo

Speed has everything to do with it. You can take time to aim, or you can be fast enough to aim quickly and accurately. When I was in the army and down on the range, I'd usually go back to my unit with a sharpshooter or hawkeye qualification because I was able to quickly identify the pop ups, fire my weapon, and ready myself without wasting too much time (except for, of course, when my dang rifle jammed).

Reaction time and speed of hand-eye coordination is directly tied to it, and makes perfect logic (if you actually know what it's like).

Yes, speed is tied to it, but agility measures your reaction time (and that 0.1 second is already included in initiative) and how fast you can move. Now, if you were quick and accurate in aiming, the reason for that was not your physical speed (agility), rather the swiftness and accuracy of your hand-eye coordination. Which is ballistic skill.

Having a high BS already means that your average shot which takes no more than 2 seconds (no ap used for aiming) is aimed quickly and accurately.

Edited by Kniightt

I wouldn't say no to a talent that lets you get an extra AP if you pass an agility test.

It can also be discussed, if reaction time is more tied to agility or to perception.

It could even be intelligence.

In general, I also would hardcap the AP to 4...variability here is too unpredictable.

IF it should be varied, then please with a talent that gives you 5 (never more), like Lightning Reflexes.

This talent should be expensive (600XP!) and it should hae high prerequisitves, maybe Ag AND Per each 55+

To speed up combat, remove AP from mooks. Instead, give them a handful of basic, broad actions they can perform (move, shoot, utility, etc.) and allow them to do one (two?) per round. Elites can keep 4 AP, while masters could have variable AP, depending on the NPC (ie. a Keeper of Secrets might have 6 or even more).

I think keeping 4 for novice might even be easier than a special rule for them.

After a while you are used to the 4 and every different value will make it more complicated.

Good point. Also all characters, both PC and NPC, should have the same statlines, skills, talents and equipment; that'll make things easier to remember.

In the current scaling before the beta, this is at least true for a lot of characteristic stats anyway ;)

The equipment is more important than looking at the stats.

But your are right, maybe it is better, if we give them AP depending on a mix of their current mood, the weather and the ki d of shoes they are wearing.

There is a talent named Combat Sense which allows you to use your perception bonus for initiative.

I think both agility and perception are possible. If you prefer a more detailed way of combat, you can always say which bonus players can use depending on the situation.

You hear/see a monster rushing at you from the back/side? I'd say you should use perception in this case. After all, not only your reaction time matters (you don't even know whether you will be attacked or not), but also how soon you hear/see the monster.

In a case where you plan to attack someone, you should use agility, because you already know what's going to happen, no case for perception here.

It might not be a bad idea to use agility when you are attacking someone, and to use perception if you are being attacked (ofc. this doesn't stand when something just comes out from a room and starts shooting at you). Similarly to how the new Star Wars deals with initiative.

I vote no for int :)

Edited by Kniightt

I think keeping 4 for novice might even be easier than a special rule for them.

You may be right. One of the things I was dreading with the new AP system was keeping track of each NPCs AP totals, but a friend of mine pointed out that most NPCs will only be doing one thing in combat (all-offensive, all-defensive, or all-support); only 'Master'-level NPCs will likely be optimizing their tactical options, which will reduce the book-keeping a bit...

Keep in mind that 4 APs was calculated to make the Beta 's RoF system work; with the game becoming 'compatible' now, that RoF system will almost certainly go the way of the dodo, so I would recommend thinking in terms of 3 AP- the equivillant of what Only War characters get (two Half Actions and one Reaction).

And, certainly, giving everyone the same number of Actions each turn is much simpler that basing it on Agility Bonus, but it's also much less realistic (a bumbling Ork and an ultra-graceful Harlequin can only perform the same number of manouvers in the same time-frame?!). Sometimes gamers just have to bite the bullet and accept less-realistic rule-sets in order to make the game work; but (and this is just me stirring the hornet's nest :P ) isn't that exactly what you were complaining about with Hit Point vs. Narrative Damage...?

Considering a harlequin has an agility around 70, he moves 3 times more than an orc with ONE movement action. Not only the quantity of the movements count, but also the quality. :)

I dont know what's the deal with these npc levels, I don't use them. I think just because they are not inquisitors, they can think and use their AP's logically.

It's good to prepare which actions npc's will take based on their skills and weapons. Once you have it, you just need to roll. A heretic firing an autogun from cover is likely going to aim and shoot at least for some rounds. (more than enough time for him to die)

Things that I hope will be kept…

- Action Points.

- Influence instead of currency.

- Subtlety.

- Separate “Perils of the Warp” tables for different categories of Psyker powers.

- Small number of broad skills (including Remembrance) which can be linked to multiple characteristics for different uses; augmented by Specialty talents which pertain to multiple skills (rather than having heaps of specialty skills).

- Evasion reducing degrees of success rather than eliminating them completely or not at all.

- I wouldn’t mind if characters start off less powerful, but I’d hate to see their growth arbitrarily capped off. Inquisitors are typically portrayed as larger-than-life individuals, and I think characters should have the potential to grow to great heights in the course of a long-term campaign.

- Linking penetration to Perception for sniping weapons (though I think they need to be made a bit more effective against vehicles).

- Role determining how expensive things are rather than what you can or can’t have.

- Agility-capping armor.

Things I hope will be changed…

- Less cumbersome wound system; maybe only consulting tables for critical wounds.

My two cents on other issues…

- On the full-auto issue, I actually kinda like how Classic World of Darkness handled it. Full auto made you more likely to hit and do more damage, but you burned through ammo really fast. So you might accomplish more in the first round or two; but if that first round or two didn’t drop the enemy, you were now out of ammo and possibly screwed.

- I think it would be a very bad idea to tie AP to any characteristic. I don’t mind the idea of talents that give you extra AP for specific tasks, but I think all PC’s (and most name-brand NPC’s) should have the same base number.

I mostly agree with you, Vorvakk. I was just 'spit-balling' when I suggested using Agility Bonus as the basis for Action Points. It makes sense thematically, but would undoubtedly cause balance problems.

Alright, here's an edit/update. It's long. O God-Emperor, is it long.

I'm re-posting some of the preamble so new readers get some context. It's going to take me a bit to get font color readable, so be patient.

For those of you that scroll and think "tl;dr": meh.

I (personally) have never experienced significant (or even memorable) glitches when using DH1e's Action mechanics. However, looking through DH2e Beta's proposed mechanic and that of Inquisitor, I have been inspired to visit (within a vacuum) a hyrbid mechanic based heavily upon Agility rather than a (presumably) balanced static number of AP (such as proposed by DH2e's developers).

As for my perspective, fractional AP is an unnecessary complexity. I'd rather keep things simple.

There are just a few things to remember when digesting this hybrid mechanic:

  • It is intended to replace the current Half/Full Action mechanics in DH1e and its successor game lines.
  • It assumes the continued use of Unnatural Characteristics as they are presented in Black Crusade and Only War.

Shall we begin?

Agility Bonus plus one (AgB+1) determines the number of Action Points a PC can use in his/her Turn. The number of AP any PC may have is limited to 7, unless he/she possesses Unnatural Agility and/or certain (few) Talents/Traits. Very simple.

Using AP is as simple as taking a series of Actions, spending the requisite AP while so doing. If the PC does not have enough AP to perform an Action, then he/she may not take that Action. Very simple.

Some Actions may be combined, such as the All-Out Attack Combat Action with the Charge Movement Action, and these combinations will be detailed in an Action's description.

Unless otherwise explicit, PCs may spend AP to take Actions in any order they choose. Additionally, PCs are not required to spend all of their available AP immediately during their Turn - a PC may "hold back" one or more AP (aka Delaying) to take the Attack of Opportunity Combat Action, the Psychic Resistance Psychic Action, and certain other Actions (see the Delay Utility Action for more detail).

Next, Actions themselves must be clearly defined, and each must be assigned a number of required AP in order to undertake them. There are four basic categories of Actions:

  • Combat/Evasion- Making and evading melee and ranged attacks
  • Movement- Changing of stance, idling, crawling, walking, running/charging, and sprinting/fleeing
  • Psychic- The manifestation of Psychic Powers, as well as resisting their non-combat effects
  • Utility- Readying items/weapons for use and/or the application of Skills, also Delay

Movement and positioning are vital to interaction within the role play setting. How far can I move? How fast can I move? How long will it take me to move from point A to point B? There are other considerations, as well- what kind of Actions can I perform while I'm moving?

Following are the Movement Action types and their AP costs:

  • Change Stance- A PC has three Stance options: Standing, Crouching/Kneeling, and Prone. Stance determines what other Movement Actions a PC may take. For example, a PC who has been knocked Prone in melee combat cannot Flee until spending 1 AP to change his/her Stance to Standing. A PC may freely switch from any option to any other option (such as from Standing to Prone, or from Prone to Crouching/Kneeling) at the cost of 1 AP . PCs that cannot Stand may not take a Walk, Run/Charge, or Sprint/Flee Movement Action, they may only Crawl/Sneak. Ranged Combat Tests made at Medium to Extreme Range against Prone targets suffer a -20 penalty. Evasion Tests made by Standing PCs are Challenging (+/-0), Evasion Tests made by Crouching/Kneeling PCs are Difficult (-10), and Evasion Tests made by Prone PCs are Hard (-20).
  • Idle Rate- The PC does not Change Stance or move. Zero AP are spent .
  • Crawl/Sneak Rate- A PC may Crawl if he/she is already in the Crouching/Kneeling or Prone Stance, and may Sneak in any Stance. A PC may Crawl up to 3 meters for each 1 AP spent, or Sneak up to 2 meters for each 1 AP spent . Crawling is useful when attempting to remain obscured or out of sight, and is usually done by moving behind low barriers or obstacles, while Sneaking is a cautious movement from one place to another with great care given toward remaining silent. Sneaking PCs may be detected up to a number of meters distant equal to one-quarter of the listener's Perception score (rounded up) with a successful Challenging (+/-0) Awareness Test- the Awareness Test may be further modified by the surface material, litter and other detritus, background noise, and surrounding structures/baffles (or the lack thereof). Crawling PCs that are not also Sneaking are detected as if they were Walking (see below). PCs may Engage opponents in melee by way of making a Sneak move (aka a Sneak Attack Combat Action as part of the Sneak move), and if their opponent is Unaware they will receive a +20 bonus to their Weapon Skill Test and bonus Damage equal to the DoS on their to-hit roll. Unaware targets may not Evade Sneak Attacks . Evasions made by Sneaking PCs are modified by their Stance until the beginning of his/her following Turn (Crouching/Kneeling: -10, Prone: -20).
  • Walk Rate- A PC may Walk if he/she is already Standing or Crouching. A PC may Walk up to 4 meters for each 1 AP spent . Walking is an unhurried movement from one place to another without concern for the resulting noise, the sound of which may be detected up to a number of meters distant equal to one-half the listener's Perception score (rounded up) with a successful Challenging (+/-0) Awareness Test- the Awareness Test may be further modified by the surface material, litter and other detritus, background noise, and surrounding structures/baffles (or the lack thereof). PCs may enter into an Engagement by way of making a Walk move, but the only Attack Combat Action that may be taken is the Standard Attack (considered an Attack Combat Action as part of the Walk)- a Standard Attack combined with a Walk is Challenging (+/-0), and the attacking PC's Evasions are modified by his/her Stance until the beginning of his/her following Turn (Standing: +/-0).
  • Charge/Run Rate- A PC may Charge if he/she is already in the Standing, and Run if Crouching or Standing. Charging characters use their momentum and weight as advantages when entering into melee combat, though this leaves them marginally over extended, and they may stumble while moving over uneven terrain- the minimum Charge distance a PC may make is 4 meters. A PC may Charge 4-6 meters at the cost of 1 AP, 7-9 meters at the cost of 2 AP, 10-12 meters at the cost of 3 AP, and so on. Alternatively, a PC may Run up to 6 meters for each 1 AP spent . PCs that Charge/Run on Difficult Terrain (determined by the GM) must make a Challenging (+/-0) Agility Test or fall Prone- if this Test is unsuccessful, halve the calculated Charge/Run distance (rounded up) and that is as far as the PC moves before he/she falls. PCs that end their Charge movement Engaged may make a single melee attack at the end of a Charge Movement Action (either an All-Out Attack or a Standard Attack, both of which are considered Attack Combat Actions as part of the Charge)- an All-Out Attack combined with a Charge receives +30 to the Close Combat Test, bonus Damage equal to the DoS on their to-hit roll, and a Standard Attack combined with a Charge receives +20 to the Close Combat Test . Attacks made against targets that Charge/Run suffer a -20 penalty to Close and Ranged Combat Tests until the beginning of the target's following Turn . Evasions made by the attacking PC are modified by his/her Stance until the beginning of his/her following Turn (Standing: +/-0, Crouching: -10). Charging/Running is a hurried movement from one place to another, the sound of which may be detected up to a number of meters distant equal to the listener's Perception score with a successful Ordinary (+10) Awareness Test- the Awareness Test may be further modified by the surface material, background noise, and surrounding structures/baffles (or the lack thereof). PCs may Engage opponents in melee by way of making a Run move, but they must move a minimum of 6 meters, and may only take one of either the Grapple Attack or the Tackle Attack Combat Actions .
  • Sprint/Flee Rate- A PC may Sprint or Flee if he/she is Standing. Sprinting/Fleeing PCs are concentrating solely on moving from one place to another with extreme haste, little regard for the noise it makes or the stability of their footing, and little deviation from the most direct route. Sprinting PCs may move up to 10 meters for each 1 AP spent . Fleeing PCs must spend all available AP, and will move no less than 10 meters for each 1 AP spent (see notation 1) . PCs that Sprint or Flee on Difficult Terrain (determined by the GM) must make a Hard (-20) Agility Test of fall Prone- if this Test is unsuccessful, halve the calculated Sprint/Flee distance (rounded up) and that is as far as the PC moves before he/she falls. Attacks made against targets that Sprint/Flee suffer a -30 penalty to Close and Ranged Combat Tests until the beginning of the target's following Turn . For clarification, Fleeing characters may not make Evasion Tests until the beginning of their next Turn . Any PC knocked Prone while in melee combat must first spend 1 AP to change his/her Stance to Standing if he/she wishes to Flee from melee, effectively reducing the Flee distance by 10 meters. Sprinting/Fleeing is a hurried movement from one place to another, the sound of which may be detected up to a number of meters distant equal to the listener's Perception score with a successful Routine (+20) Awareness Test- the Awareness Test may be further modified by the surface material, background noise, and surrounding structures/baffles (or the lack thereof). PCs that Sprint/Flee must make a Trivial (+60) Toughness Test at the end of their Sprint/Flee movement- the Difficulty of this Test increases one step for each 1 AP spent taking the Sprint/Flee Movement Action. PCs failing this Test suffer +1 Fatigue . PCs may Engage opponents in melee by way of making a Sprint move move, but they must have moved a minimum of 10 meters and may only take the Scything Attack or Tackle Attack Combat Actions . Due to their momentum , Sprinting PC Evasions are Hard (-20).
  1. For clarification: PCs may choose the number of AP to spend on the Sprint Movement Action, and may choose to Sprint from 1 to 10 meters for each 1 AP spent. Fleeing PCs are exclusively attempting to put as much space between themselves and harm, thus must spend all available AP, moving no less than 10 meters for each 1 AP spent.
  2. For all intents and purposes, PCs taking the Crawling/Sneaking, Idling, Walking, Charging/Running, and Sprinting/Fleeing Movement Actions are considered to be moving at the appropriate pace until the beginning of their next Turn, even if they have voluntarily stopped due to an Engagement or unconsciousness, or even if they Mount a vehicle that subsequently moves much faster.
  • Tactical Advance Rate (+1 AP)- The Tactical Advance Movement Action allows a PC to optimize his/her movements to make the best use of available cover. A PC may take this Action as long as he/she does not remain Idle but is not Fleeing. When determining how far to move, a PC may spend +1 additional AP- doing so allows the PC to benefit from the Defensive Value (DV) of any Cover vacated during his/her movement, even though at the end of his/her movement he/she may be temporarily exposed .
  1. An Engagement will be considered Cover, insofar as the negative modifier associated with Shooting Into Melee (-20). This means that a PC may spend +1 AP on the Tactical Advance Rate when taking the Disengage Combat Action (see below).

So, that's Movement Actions and their AP costs. Next: Combat Actions.

Combat, both at range and in melee, is used to resolve martial conflict, often with lethal force. There are a variety of Combat Actions PCs can take to resolve such conflict within the role play setting: swinging power mauls, shooting pistols, bum-rush knockdowns, defensive posturing, etc.

However, the definition of Engaged must first be clarified:

PCs and opponents/targets that are directly adjacent are considered to be Engaged . Therefor, PCs ending their Movement Action adjacent to an opponent/target (voluntarily or otherwise) are automatically Engaged (aka in an Engagement). It is also possible to be Engaged while adjacent to a non-combatant. For example, a PC might Stand or Crouch/Kneel adjacent to an innocent bystander (such as a midwife cradling an infant) as a measure of protection versus ranged attacks- in this example, the PC and the midwife are considered to be Engaged, even though neither is attacking the other. To further clarify, PCs may pass directly adjacent to an opponent or innocent bystander(s) when moving from one place to another, and as long as the PC's movement does not end adjacent to them he/she is not Engaged (see Scything Attack and Attack of Opportunity, below). Ranged attacks made against Engaged targets suffer a -20 penalty to Ranged Combat Tests (per Shooting Into Melee ). This penalty to ranged attacks assumes either A- the attacker is reluctant to harm an innocent bystander, or B- the target is callously using an innocent bystander/hostage as a shield, or C- the swirling Engagement spoils a clear LoS, or D- a combination of all of the above circumstances, and possibly more besides .

For the Purposes of Shooting Into Melee, a PC cannot benefit from being Engaged with an ally. For clarification, a PC that is shot at while he/she is Engaged with an ally does not impose the -20 to-hit modifier on his/her attacker.

Combat Actions containing the word "Attack" are considered Attack Combat Actions. PCs may only take one (1) Attack Combat Action per Turn , unless they possess certain (few) Talents/Traits.

Following are the Combat Action types and their costs:

  • Aim (1+ AP)- Those in combat who have calm nerve can place a shot or blow more precisely than a panicked combatant. A PC may take this Action even while Engaged, and in any Stance, but not if he/she is Charging/Running or Sprinting/Fleeing. Each 1 AP spent on Aiming results in a cumulative +10 bonus to a subsequent Close Combat or Ranged Combat Test. Aim Combat Actions cannot carry over into following Rounds .
  1. For clarification: Individual Aim Actions may be taken successively (one after another). One or more Aim Actions must then be followed immediately by an Attack Combat Action in order for an attack to benefit from the resulting to-hit bonus- any Action other than an Attack Combat Action taken immediately following one or more Aim Actions nullifies the to-hit bonus.
  • All-Out Attack (1 AP)- All-Out Attack is an attempt by the PC to overwhelm his/her opponent with a combination of brute force and ferocity, and is typically used by combatants clad in bulky armour and/or those that are less-skilled. A PC may take this Combat Action if A- he/she enters an Engagement by Charging one or more opponents/targets, or B- he/she is already Engaged (Idle). An All-Out Attack provides a +20 bonus to Close Combat Tests and a bonus to Damage equal to the DoS on the to-hit roll, but the PC may not make any Evasions until the beginning of his/her next Turn. When combined with the Charge Movement Action (see above), the bonus to Close Combat Tests is +30, rather than +20 .
  1. PCs taking the All-Out Attack Combat Action do not benefit from the to-hit bonus derived from taking one or more Aim Combat Actions.
  2. An All-Out Attack may not be combined with the Delay Utility Action.
  • Attack of Opportunity (1 or 2 AP)- An Attack of Opportunity is an attempt by the PC to shoot/strike an opponent/target that passes directly adjacent to or within one-half the PC's PerB in meters (rounded up) whilst it is moving from one place to another- this could be used to shoot or strike an opponent, an innocent bystander, an animal, or even a vehicle. This Action may be taken as long as the PC has an appropriate weapon in-hand and is not Fleeing. An attempt to shoot/strike a living opponent/target requires the PC spend 1 AP, and an attempt to shoot/strike a Daemonic Entity or vehicle requires the PC spend 2 AP. Regardless the number of AP spent taking an Attack of Opportunity, the actual Action taken is considered a Standard Shot/Strike Attack (as appropriate) . A PC may make an Attack of Opportunity only as part of a Delay Action .
  1. An Attack of Opportunity may not be taken against Engaged opponents/targets, but may be used against an opponent that Flees from an Engagement (also see the Disengage Combat Action, below).
  2. An Attack of Opportunity does not alter the PC's current Movement Action.
  3. An Attack of Opportunity does not benefit from the Point Blank Range to-hit modifier.
  • Defensive Posture (1 AP)- PCs adopting a Defensive Posture forgo making attacks in favor of greater defensive awareness. A PC may adopt a Defensive Posture at any time during their Turn, so long as he/she is Standing and is not Fleeing. Once the Defensive Posture Combat Action is taken, the PC may spend no further AP on Attack Combat Actions, though other Actions may be taken as normal. Defensive Posture provides a +20 to Evasion until the beginning of his/her next Turn .
  • Disengage (1+ AP)- Disengage allows a PC to remove him/herself from an Engagement without offering his/her opponent an opening for a "free" parting attack (aka an Attack of Opportunity; see above). A PC that takes this Action may not take any further Movement Actions until the beginning of his/her next Turn. If the PC Disengages while Standing, he/she may move up to 4 meters (considered Walking) directly away from his/her opponent for each 1 AP spent. If the PC Disengages while Crouching/Kneeling, he/she may move up to 3 meters (considered Crawling) directly away from his/her opponent for each 1 AP spent. PCs may not Disengage while Prone .
  1. For all intents and purposes, PCs taking the Disengage Action are considered to be moving at the appropriate pace (Crawling or Walking) until the beginning of their next Turn, even if they have voluntarily stopped, become unconsciousness, or even Mount a vehicle that subsequently moves much faster.
  2. A PC may use a Disengage Action to move into another Engagement, such as moving into a crowd of innocent bystanders (see Grapple Attack, below)/
  3. A PC may spend +1 AP to gain the benefits of the Tactical Advance Movement Action (see above) when Disengaging.
  • Evasion (Zero AP)- An Evasion is a Dodge or Parry, an attempt to avoid suffering a hit from an attack. At the end of a PC's Turn, calculate his/her Evasion Target Number (Evasion TN)- this is based on the PC's current Stance and Movement Rate. PCs may attempt to Dodge/Parry any and all incoming attacks (so long as they are aware of the attacks), but each Evasion after the first in any Round suffers a cumulative -10 penalty (to a maximum penalty of -60, or 7 Evasions). When Evading Semi-Auto and Full Auto Fire attacks, each DoS on the Evasion Test negates one (1) hit . All Evasions are further modified by the PC's Stance and the Charge/Run and Sprint/Flee movements. Hint: Evasion tracking tokens.
  1. Taking the Dodge Evasion Action does not alter the PC's current Movement Action.
  2. Evasion versus Charging/Running attackers are Ordinary (+10).
  3. Evasions versus Sprinting attackers are Routine (+20).
  4. Evasions may only be used versus Attack Actions.
  • Feint Attack (2 AP)- The PC attempts to use a combination of guile and skill to trick his/her opponent into making a fatal mistake. A PC may take this Combat Action if he/she is already Engaged (Idle). The PC and his/her opponent make Opposed Close Combat Tests. If the PC wins the Opposed Test (has more DoS than his/her opponent) he/she has hit his/her opponent. Next, calculate the DoD- the opponent takes +1 extra Damage for each DoD by which he/she lost the Opposed Test (provided he/she fails an Evasion Test). Evasions made against Feint Attacks suffer an additional -10 penalty .
  1. The Feint Attack Action may not be combined with the Delay Utility Action.
  • Full Auto/Suppressing Fire Attack (3 AP)- Fully-automatic ranged weapons are capable of letting out a torrent of solid projectiles, searing las-beams, or buzzing flechettes, and are excellent for suppressing the enemy, if not for actually hitting them. A PC may take this Action if he/she is using a ranged weapon capable of Full Auto RoF, and if he/she is not Engaged or Fleeing. The PC chooses an individual target (within range and LoS), then takes the Full Auto/Suppressing Fire Attack Action, the Ranged Combat Test being Challenging (+/-0)- which is cumulative with other modifiers- a utomatically Suppressing everyone in a 45-degree arc of fire out to the weapon's maximum range. Enemy within this arc of fire and range must make a Pinning Test (versus Willpower) with the following modifiers based on the Range band within which they find themselves targeted- Point Blank: -30; Short: -10; Effective: +/-0; Medium: +10; Long: +20; Extreme: +40. The amount of ammunition used in a Full Auto Fire Attack is equal to the Full Auto RoF listed in the weapon's profile. The number of actual hits scored from a Full Auto/Suppressing Fire Attack is based on the shooter's DoS- 1 DoS: 1 hit; 2-3 DoS: 2 hits; 4-5 DoS: 4 hits; 6-7 DoS: 6 hits; 8 DoS: 8 hits; 9 DoS: 9 hits; 10 DoS: = the weapon's maximum RoF. The first hit scored always strikes the original target, and any remaining hits may be randomized (see Notation 2, below) .
  1. When determining the Full Auto/Suppressing Fire Range to-hit modifier, use the Range band containing the original target.
  2. Multiple hits from a Full Auto/Suppressing Fire attack may be randomly assigned to additional targets, so long as these additional targets are within two (2) meters of the original target and within the same Range band as the original target. However, if taking the Full Auto/Suppressing Fire Attack Action while Shooting Into Melee, all hits (based on DoS) strike the original target, and all errant hits (based on a failed to-hit die result of doubles) are instead randomized only among the melee combatants, to include the original target (see Shooting Into Melee for more details).
  3. Weapons capable of Full Auto Fire will Jam on an unmodified to-hit roll of 91+.
  • Guarded Attack (1 AP)- The PC does not commit entirely to the offensive. A PC may only take this Combat Action if he/she is already Engaged (Idle). The PC suffers a -10 penalty to Close Combat Tests, but the PC receives +10 to Evasion. Defensive Posture remains in effect until the beginning of the PC's following Turn .
  • Grapple Attack (2 AP)- Grapple Attack is used to restrain an opponent, wear them down, and subdue them with non-lethal force. A PC may take this Combat Action if A-he/she enters an Engagement (by any Movement Action, including Disengage movement, but excluding Sprinting/ Fleeing movement) with one or more opponents, or B- he/she is already Engaged (Idle). To resolve a Grapple Attack, follow the Steps below.
  1. The PC spends 2 AP to initiate a Grapple Attack.
  2. The combatants each make Opposed Close Combat Tests- the winner of the Opposed Test (the combatant with more DoS) inflicts +1 Fatigue on his/her opponent for each DoS he/she achieved on the Opposed Test, and the Grapple Attack continues during the loser's Turn. In the loser's Turn, the loser must first spend 2 AP to either A- "throw off" the Grapple Attack (automatic, no Test required) or B- continue the Grapple Attack (return to Step 1).
  3. If there is a winner, the loser may attempt an Evasion (Dodge)- if the Evasion is successful, the combatants remain Engaged but the Attacker's Turn and the Grapple Attack ends.
  4. If there is no winner, the combatants remain Engaged but the Attacker's Turn and the Grapple Attack ends .

a- Grapple Attack itself may only be Evaded by Dodging. While a Grapple Attack continues, grappling opponents make Evasions at -20. Also while a Grapple Attack continues, PCs are unable to take any

other Actions except Evasion and Grapple Attack unless they "throw it off."

b- When initiating or continuing a Grapple Attack, combatants taking the Crawl/Sneak, Idle, and Walk

Movement Actions add +0 to the Opposed Close Combat Test, Charge/Run counts as adding +10,

Sprint adds +20.

c- Grapple combatants must have at least one hand free to initiate/respond to a Grapple Attack- one

hand free results in a -10 to a combatant's Opposed Strength Test, and both hands free makes a

combatant's Opposed Strength Test Challenging (+/-0).

d- A Grapple Attack may also be Assisted- each combatant may be Assisted by up to two (2) persons,

with each Assisting person adding +10 to a combatant's Opposed Close Combat Test. Assisting

persons must be Engaged with the same target opponent, have at least one hand free (no modifier),

and spend 2 AP to Assist a Grapple Attack.

e- Additionally, Size differences will affect the Opposed Close Combat Tests- one Size Category

difference results in -20 for the smaller combatant, two Size Category differences results in a -40 for

the smaller combatant, and three Size Category differences (the largest creature a combatant could

ever hope to subdue) results in a -60 for the smaller combatant.

f- A Grapple Attack may not be combined with the Delay Utility Action.

Note : In the interest of ease, and at the GM's discretion, a helpless and innocent bystander may be taken

hostage automatically if the Attacker is able to Engage them and spend 2 AP initiating a Grapple Attack,

without resorting to an Opposed Test.

  • Lightning Attack (2 AP)-
  • Maneuver (2 AP)- The PC attempts to use a combination of footwork and skill to force his/her opponent into a more advantageous position. A PC may take this Combat Action if he/she is already Engaged (Idle). The PC and his/her opponent make Opposed Close Combat Tests. If the PC wins the Opposed Test (has more DoS than his/her opponent) he/she has wrong-footed his/her opponent. Next, calculate the attacker's DoS- the opponent is Forcefully Disengaged, moving 1 meter for each DoS by which he/she lost the Opposed Test, the exact direction(s) chosen by the attacker. Opponents may not be Maneuvered into or through solid objects or obstacles- such as wall, crates, and railings- but they can be made to topple over the edge of open stairways or yawning chasms . Forcefully Disengaged opponents are treated as if they had just taken a Disengage Action, but their movement is temporarily controlled by their attacker, and they may even be Maneuvered into another Engagement. Multiple opponents may be Maneuvered- Maneuvering two opponents is Hard (-20), three opponents is Arduous (-40), and four opponents is Hellish (-60).
  • Overwatch Fire Attack (1+ AP)-
  • Pin-Point Attack (2 AP)- A Pin-Point Attack (aka as a "placed" or "called" shot/strike) is an attempt to shoot/strike a weak or vulnerable area of a target/opponent. A PC may only take this Action if he/she is Idle. Otherwise, a Pin-Point Attack is considered a Standard Shot/ Strike Attack, but with the following differences: the base to-hit TN is equal to the PC's PerB+10, benefiting/suffering from all applicable bonus/penalty modifiers; a successful hit does +X additional Damage for each DoS, where X equals the attacker's PerB .
  1. For clarification: the PerB+10 TN includes the Standard Shot/Strike Attack modifier.
  2. Even though the TN is PerB-based, the to-hit roll is still a Ranged Combat Test.
  3. Pin-Point Attack may not be combined with the Delay Utility Action.
  • Scything Attack (1 or 2 AP)- A Scything Attack is a shot/strike that is made against an opponent/target while a PC is moving at speed. This Action may be taken if the PC passes directly adjacent to or within one-half of his/her PerB in meters (rounded up) of his/her opponent/target while the PC is Sprinting and has an appropriate weapon in-hand. Otherwise, Scything Attack is resolved exactly as is an Attack of Opportunity (see above) .
  1. Scything Attack may not be combined with the Delay Utility Action.
  • Secondary Shot/Strike (Zero AP)- A Secondary Shot/Strike is one (1) "extra" attack with a secondary weapon held in the PC's non-dominant (or "off") hand. This Action may only be taken by PCs that possess the Duel Wielding Talent and that are not Fleeing. The Close Combat or Ranged Combat Test for this secondary attack must immediately follow and is considered to be a part of the Full Auto Fire Attack, Lightning Attack, Semi-Auto Fire Attack, Standard Shot/Strike, or Swift Attack Combat Action. If the PC possesses only the Duel Wielding Talent, the Close Combat or Ranged Combat Test is Difficult (-10), but it is merely Challenging (+/-0) if the PC also possesses the Gunslinger Talent (for Ranged Combat Tests) or the Blade Dancer Talent (for Close Combat Tests) .
  1. For clarification: A PC may have only one of either the Gunslinger or Blade Dancer Talents, not both.
  • Semi-Auto Fire Attack (2 AP)- Ordinary (+10) Ranged Combat Tests
  • Sneak Attack (Special)- See the Crawl/Sneak Movement Action for details
  • Standard Shot/Strike Attack
  • Stun Attack
  • Swift Attack (2 AP)- Ordinary (+10) Close Combat Tests
  • Tackle Attack (2 AP)- Aka a "knock down", a Tackle Attack is made in an attempt to knock an opponent/target Prone. A PC may take this Action if he/she enters into an Engagement or is already Engaged (Idle), and may not take this Action if he/she Kneeling, Prone, Crawling/Sneaking, or Fleeing. The attacker spends 2 AP to initiate the Tackle Attack, making an Opposed Close Combat Test versus the defender's Agility-
  1. The winner of the Opposed Test (the combatant with more DoS) inflicts +1 Fatigue on his/her opponent for each full 10 meters the tackler moved, and if this Opposed Test was successful by 3+ DoS the loser is knocked Prone .
  2. If there is a winner, the loser may attempt an Evasion (Dodge)- if the Evasion is successful, the combatants are Engaged but the Attacker's Turn and the Tackle Attack ends .
  3. If there is no winner, the combatants remain Engaged but the Attacker's Turn and the Tackle Attack ends .

a- The attacking PC is not required to Sprint, but it is the momentum and mass behind the Tackle Attack

hit/fall that inflicts Fatigue.

b- Tackle Attack itself may only be Evaded by Dodging.

c- When initiating a Tackle Attack, combatants taking the Walk and Idle Movement Actions count as

adding +0 to the Opposed Test, Charge/Run counts as adding +10, Sprint adds +20.

d- PCs must have at least one hand free to initiate a Tackle Attack- having one hand free results in a -10

to the Opposed Test, and both hands free makes a combatant's Opposed Test Challenging (+/-0).

e- Targets of a Tackle Attack that are Flying/Hovering receive a +20 bonus to their Opposed Test,

Standing receives a +10, Kneeling/Crouching +/-0. Prone targets that are tackled will automatically

suffer +1 extra Fatigue if they fail the Opposed Test by any number of degrees.

f- Additionally, Size differences will affect the Opposed Test- one Size Category difference results in -20

for the smaller combatant, two Size Category differences results in a -40 for the smaller combatant,

and three Size Category differences (the largest creature a combatant could ever hope to topple)

results in a -60 for the smaller combatant.

f- A Grapple Attack may not be combined with the Delay Utility Action.

Note : In the interest of ease, and at the GM's discretion, a helpless and innocent bystander may be

tackled automatically without resorting to an Opposed Test- the target will automatically suffer X Fatigue, where X is equal to the attacker's modified Toughness Bonus.

More to come, but I thought I'd go ahead and get this posted so people can rip in and give me some feedback.

Edited by Brother Orpheo

I am really against tying anything more to Agility.

It is an near-to-be-overpowered characteristic as is, tying it to AP will make the games focus way to much on it.

I really like the fixed AP. It also makes things easier. If you have higher Ag, you already are able to walk further and evade more likely, thats enough Ag-benefit.

Why should I anyway be able to aim more if I am faster ? Depending on the action taken, it would be better to have Agility, Perception or even Intelligence higher to do it more efficiently.

As it is therefore to tie general AP to a certain characteristic, keeping it fixed is good as is.

If you really need to have 1 AP more for certain fast characters, make it a special talent or trait.

As an alternative, it could be tied to a psy power or cybernetic (similar to Shadowrun).

Edited by GauntZero

"I really like the fixed AP. It also makes things easier."

This from the person who prefers more crunch and complexity?

Agility (and thus Agility Bonus) being hobbled by heavy/bulky/restrictive armour reduces the number of Actions a person can take in a Turn and balances with a PC wearing less heavy/bulky/restrictive armour (read as less protective) being able to take more Actions. A Player has to make a choice- this choice is one of preference based on the type of role he/she wants a PC to perform within an Inquisitorial Cadre. Is the PC swift and harder to hit? Or is the PC's movement and economy of Actions sacrificed for greater personal protection?

Likewise, certain Psychic Powers, Injury Effects, and other factors will reduce a PC's Agility (even temporarily), which in turn reduces the number of Actions a PC can take in his/her Turn.

To answer your question : "Why should I be able to Aim better/longer if I am faster?" If I am faster, I can move from point A to point B faster. Getting to my new position more swiftly allows me to devote more time to Aiming, whereas being clumsy, rotund, sluggish, athletically impaired, or what have you, leaves me less time to align my shot...or I could just stand still, and take more time to Aim at the expense of making it easier for my opponent to shoot me .

A Round is @5 seconds, and a Turn is (theoretically) just a fraction of that time. A PC with an Agility Bonus of 4 would have 5 AP- in that time, he/she could walk down a short hallway (1 AP to move up to 6 meters), take some insignifant leisure to Aim at an Administratum informant sitting behind his cubicle desk (+2 AP), take a single shot (+1 AP), then spend his/her last AP moving into the room and around the desk in preparation of searching the corpse and the contents of the desk drawers. I think all of that is quite reasonably performed within the fraction of time allotted a PC within a Turn that lasts a mere 5 seconds. A PC wearing heavy assault carapace might have his/her Agility capped at 35, so Agility Bonus is reduced to 3, thus reducing available AP by one, which means he/she has less time to Aim.

Simply put, Agility has previously determined how fast a PC can move. This set the precedence, and should by now be a concept that is easily and intuitively understood. How fast a PC moves thus determines the number of Actions he/she can perform within a Turn. A clumsy PC may not be able to hold a gun properly, resulting in less time to Aim. Why even consider tying AP to Intelligence or Perception? I'm an obese mess so I'm not very agile, but I've read all about karate, so that makes me really good at it? Or, I'm an obese mess so I'm not very agile, but I notice the little things all the time, and simply observing a karate master over the course of a week makes me really good at it? No, and no.

I fully intend to explore Talents/Traits that would result in bonus AP, such as Preternatural Speed. I also intend to explore the possibility of Unnatural Characteristic (Agility) resulting in bonus AP, though not on a one-for-one basis. In this way it is possible to literally make a horse much faster than a man on foot, or properly convey the swift yet fragile Eldar. Most importantly, I will be looking at the development of Characteristics, severely limiting their increase and assigning Characteristic maximums, mainly because a d% game engine fails when TNs exceed 100, and nothing should ever be automatically successful.

Tying AP to Agility is no more and no less an issue than tying success or failure at a ring toss game to Ballistic Skill. Why shouldn't a PC be allowed to used his Agility to ensure he/she is holding the ring in an optimum position before making the toss to be successful? Or Strength because because he/she has noticed a top-prize ring peg subtly marked as being rigged for automatic failure if the ring is weakly flung? Do you realize how practiced, skilled and talented a person has to be to be a successful, professionally competing archer? Would you limit his success to Ballistic Skill? Why not Agility, or Intelligence, or Perception? In the end, the rebuttal position of AP being tied to Agility being inappropriate is nothing more and nothing less than a matter of narrow perspective and a lack of willingness to play test rules proposals and House Rules.

Edited by Brother Orpheo

Yeah - funny to hear this from a complex person like me, heh ? ;)

I played a lot shadowrun, where they kind of have a very variable init-system, that indirectly

Provides more actions for faster characters - here it is more based on reaction and intuition though.

On the one hand i liked that - on the other hand, this was always something creating problems and odd situations from time to time.

And if you grant a person more AP than another - is it fair to give the additional AP all in the same moment ? Or would it be better to grant some at a later time, to give the slower characters a chance to act at all.

To put it short: I think the problems which could occur would be too immense to add it.

If more than 4 AP are granted, this should be very very strictly limited, and never be more than -6.

Everything else will turn your fight into a mess - with Eldar being the kings of the mess, as you die before you see them coming.

If more than 4 AP are granted, this should be very very strictly limited, and never be more than -6.

Everything else will turn your fight into a mess - with Eldar being the kings of the mess, as you die before you see them coming.

Isn't that the MO of Eldar? Attacking swiftly out of nowhere, seemingly everywhere at once? But one solid hit and they're revealed as the glass cannon they are.

Anyway...

By the way I've written my proposal, PCs use all of their AP in their own Turn, unless they've taken a Delay Action (not yet posted, but I have it here). Initiative works exactly as DH1e's, however, and just because a PC goes earlier in a Turn doesn't mean he's necessarily being helpful. An Inquisitorial Cadre is successful when they work in synergy- Swifty might be able to get that killing shot off right away, putting a messy end to Mister Evil, but what if Doctor Rotundslug wanted to find out the antidote to the binary poison that's coursing through his veins? Without the antidote, Rotundslug is as good as dead, and Swifty killed him.