Just going to post all my thoughts about the current armour and changes we might need.
Acquisition and Currency
First off, I really think we need a currency. It helps immensely with immersion, and fits the low level gameplay of Dark Heresy. Bringing back Thrones could be done rather easily.
Those who don’t want a currency don’t need to use it, but it just seems necessary in places where Influence simply can’t reach, or makes no sense. And it also acts as a reward system for the players, as well as being a gate to slow down rapid acquisition of powerful gear.
I have no problem with using influence to acquire items, but only at the right now. It’s for between session moments, when you can contact your superiors, or when you have the time to wait out the process of a favour being delivered. An acolyte walking into a seedy under hive store and rolling his influence to pick up a new gun is boring. Money also adds a little management challenge. All in all, I think it needs a comeback. It doesn’t even need to be implemented very hard, just a description and a price for most items.
I like being able to start with anything up to -10 for free though, that’s a good choice. However I foresee the Administratum background being VERY popular, since it allows you to start with much better gear.
And if we can’t have currency, then we at the very least need those incredibly useful modifier charts from RT/BC/OW back. Even if we do get currency back they are needed. Right now you can’t acquire multiples of almost anything without the GM’s ruling. And you should be able to acquire weapons and modifications as part of one acquisition, like in previous systems. Otherwise starting gear feels really boring, and it takes a lot of acquisitions to build even a simple pistol into something cool
The addition of making your own Combi-Weapon is awesome.
Craftmanship
I really liked the addition to armour craftsmanship from Black Crusade, where a good or best suit would give you a +5 modifier to a social check of your choice.
This should be brought back for sure!
Weapon Qualites
Accurate: I agree with the choice that only the first die can cause Righteous Fury, purely for game balance. Otherwise Accurate is just too good, with a +20 to hit on most attacks, and a nearly 30% chance to inflict RF.
Mention this because a lot of people want all dice to inflict RF. In my groups first Heresy games, we used all 3 dice, and it made whoever picked up a Hunting Rifle into the God of War.
Felling: Should cut through regular Toughness as well as Unnatural. It was initially created to bring down some of Deathwatches ridiculously tough creatures, but now enemies with more then 4 unnatural toughness are rare. And if you aren’t even facing them, it just feels like a waste of a quality.
Flexible: Can Flexible weapons be used to parry? RAW it seems so, but there have been references in past books that say otherwise.
Power Field: Can power weapons please destroy most natural weapons? I’ve rarely seen a creature who’s natural weapons weren’t it’s teeth, claws or fists. Thats going to hurt. Maybe let them keep their natural weapons but they take the damage minus SB.
Proven: A quality I’ve always laughed at, or ignored. The only time I’ve ever considered it useful was the Triplex from Only War, with its Proven 5. This was a good example of Proven being great. If you put it on more weapons, make it more like that. I’d say 4 at the lowest. After that and it just feels pointless.
Scatter: I was never a fan of this change to scatter, since it just leaves Shotguns high and dry compared to other weapons. Moreso in Only War, where getting close to your enemies usually meant death. Maybe up the Damage to +4? Even a little boost would go a long way.
But I still think the original Scatter is still the best choice. It could really deliver some carnage.
Just never again introduce a Full Auto Shotgun. The Vanaheim. Oh god the Vanaheim.
Shocking: This should be more like sapping from the first Beta. Instead of Stunning, inflict Fatigue equal to DoF
Toxic: GauntZero suggested in another thread that Toxic be delayed 1 turn. This is a great idea. Gives detox a real purpose, and actually feels more like poison spreading.
Weapons
The weapons are all pretty good. The usual suspects. I don't think much adjustment is needed. I’d like a bit more variety, but I know it’s just the first book, and we’ll be seeing sourcebooks crammed with new ones. Compared to the amazing amount of tools, modifications, and cybernetics, the weapon selection just seems small.
Grenade Launchers should be able to load one shot at a time, in return for a lowered reload time.
Graviton weapons are a neat addition from the Tabletop
I was about to complain about the Hunting Lance being in the book, and then I remembered Vehicles are integrated now, and am currently envisioning a convertible full of Acolytes wielding Lances storming the Heretics fortress.
The Grenade list is excellent. But Anti-Plant? Really?
Is the Omnissian Axe supposed to have more damage? 1D10+4 seems sorta low for a giant power axe.
Weapon Mods
Like I said earlier, acquiring mods should be wrapped into acquiring weapons as well. The old rule of lowest availability -10 per addition.
Why are Low-Tech weapons not allowed Exterminators? My Chainsword can have one, but not my regular Sword? Strapping a one shot flamer to a giant hammer was one of my favourite mental images when I fists started playing.
I’ve always wondered, was Overcharge Pack supposed to be in special Ammunition? It really seems like it.
I’d like to request the mods from Blood of Martyrs that allowed you to add the sanctified quality to your weapons. Either for one encounter cheaply, or forever but you’ll need a high ranking priest and a lot of money.
Glad to see Vox operated has arrived. Its my favourite mod.
Great section! I love all these options
Custom Ammunition
Dumdum bullets could use a 2 point damage boost. As it is, expander are better, because nearly every enemy will have at least 1 point of armour. And if it was +3 damage, then Manstoppers still outweigh them most of the time. Dumdum should be dangerous, but only when you exploit weaknesses with called shots and and assassination type shots.
Can we remove Explosive Arrows in exchange for Mono Arrows? Removes Primitive and +2 Pen, Razer Sharp. And add SB to the bow, while we’re at it.
Then I’d actually use a bow.
Glad to see Tox and Scrambler made it through from the Beta! Both seem pretty cool.
Protective Gear
One thing I’d like to see back from the first beta, and I know others do as well is the inclusion of agility caps.
They shouldn’t be brutal. Power Armour could still be as high as 40, but just something to prevent agility being the God stat.
Most armour doesn’t even need it, just Carapace and Power really.
40 and 50 could be the limits for them.
Anyone ever play “Ascension: Vindicare in Power Armour Edition”?
One thing that has always bothered me about Mesh and Flak Cloaks is that cloaks would be useless in face to face combat. You need them to be open so you can do anything, meaning your front is exposed. Maybe they reduce AP by 1 when you are engaged with someone directly in front of you.
Good section with good variety. Would like to see armour mods return in the future.
Forcefields
Almost unnecessary in Basic Heresy. If I had to choose I’d see them stripped down to just refractor and conversation and put into the gear section, and save the rest for later. Open up room for new stuff.
Gear
This section is fine. Seems like it should just be folded into 1 section with Tools
Drugs
Drugs. Lets face it, are sort of boring. I was excited to see some of the changes in Beta 1.
Excessive drug use rule can limit you to one use a day, quite frustratingly. It should have a +20 bonus to the toughness test, as well as the cumulative -10. More chances to use the drugs.
Addiction rather quickly leads to a spiral of infinite fatigue loss. You should only be tested on Addiction once a day per drug type.
Desoleum Fungus: Cool example of good drugs. More like this.
Detox is useless, but thats mostly Toxic Quality’s fault. If that changes it would be decent.
The best use I’ve ever found for it, was forcefully injecting it into other people to stun them. Certainly not it’s intended use.
Frenzon should force the user into Frenzy. Otherwise it’s just a Fearless boost with no downside.
Stimm should allow immunity to all critical effects until it wears off, and also ignore the effects of fatigue
Slaught is decent, but I really miss that ability it had in Beta 1, where you always gained a surprise sound in combat. Though it might be a little too powerful now, with the current surprise rules.
At least instead of increasing PerB, it should give you a +20 to perception tests. AB is fine.
Instead of useless things like Tranq and Obscura, can we get some additional Toxins to load into weapons?
Overall I think we just need some new interesting drugs, actually worth using.
How about a “Healing Potion” style drug. Something that shuts your body down (stunning or fatigue) but quickly regrows your damaged flesh. Like D5 Wounds restored, but stunned for d5 rounds.
We don’t always have a medic handy.
Or a drug to stop blood loss.
Also bring back Slam! The most terrifying, but useful drug
Tools
This section is awesome! Loads of toys from the other system now all piled in one place. I like it.
The only downside is that there are so many useful things, acquiring them will take you forever
Also Null Rod has the availability of “Punishing”
Services
Again, useful and not much to change.
Cybernetics
And finally the complete cybernetics list. Awesome variety here as well.
Would like to see some of the Heresy 1.0 bionics make a return, like the Malfian Dermiguise, or the Lanrian Revealer. Renamed to Askellien standards of course. Or even just new things, as long as they are in sector flavour.
Question: Is Maglev Coil supposed to be able to be acquired by anyone?
I like that, but was just wondering if it was a mistake or not.
So those thats that. Ended up being a lot longer then I anticipated. Anyone have any thoughts?
I’ll probably remember more later and edit.
Edited by Felenis