Difference between revisions of "Queen's Rules"

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[[Category:Home Rules]]
 
[[Category:Home Rules]]
===Tau===
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[[Category:Queen's Rules 2ed]]
<pre>
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[[Category:Dark Heresy]]
1. Battlesuits(XV8"Crisis", XV88"Broadside", XV15"Stealth" and all other, all their modifications, possible patterns etc.) are vehicles and their use is governed by Pilot(Personal) Skill. Should it become relevant, they are classed as both Walker and Skimmer/Hoverer and have corresponding traits.
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[[Category:Dark Heresy 2.0]]
  
2. The following exceptions are applied to the general rules of operating a vehicle when piloting a Battlesuit.
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==Roles==
  -General
 
    -The pilot makes all Skill Tests(except Pilot(Personal) obviously), test his Characteristics and uses Talents&Traits as if his Battlesuit was a suit of armor and not a vehicle. This means that skills, talents and traits usable in normal combat(say Swift&Lightning Attack, Hard Target, Shadowing, Acrobatics) have the same effect with added benefit of Battlesuit's protection, armament and sensors. 
 
  -Characteristics
 
    -Armor of the battlesuit is also it's pilot armor for the purpose of Called Shots and other circumstances when it may become relevant.
 
    -Battlesuits do not have Front, Rear or Sides. They have Head, Body, Arms and Legs instead.
 
    -Damage of any hit that bypasses armor and structural integrity is immediately applied to the pilot.
 
   
 
    Example:
 
    A shot from lascannon(Pen 10) hits a XV15"Stealth" Battlesuit in the body(Armor 8, Structural Integrity 8). It deals 45 damage, completely depleting Structural Integrity. Same 45 damage are now applied to the pilot, which surely means that both the heretechnical blasphemy and foul xenos operating it are now a smoldering ruin, as it should be. 
 
   
 
    -Crew is always "1 Pilot".
 
    -Carrying Capacity is always "---", representing that battlesuit already carries all that it can - in the form of pilot, weaponry and various combat systems.
 
    -Size: Hulking. This also confers "Size: Hulking(Trait)" to the pilot for the purpose of movement rates only. Due to advanced techno-heresy Battlesuit pilots never suffer any penalties to Move Silently and Concealment Skill Test due to the size of their Battlesuit.
 
    -Battlesuits do not have Maneuverability Score, though any condition or circumstance that would affect the pilot's Agility Test, Strength Test or Movement Rates(Difficult Terrain, strong winds etc.) will also affect his Pilot(Personal) Skill Tests. 
 
    -Battlesuit also confers the following traits to the pilot: Unnatural Toughness(x2), Unnatural Strength(x2) 
 
  
  -Movement
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===Desperado===
    -The Battlesuit's Tactical Speed is it's pilot's Half Move(modified by his new Size; see below). The Battlesuit's Cruising Speed is it's pilot's Narrative Time Move Rating(modified by his new Size).
 
    -Battlesuits can engage in "Evasive Maneuvering" only while in Skimmer/Hoverer mode. While it is in Walker mode, this action is replaced by Tactical Advance(See "Playing the Game" section of any core rules book).
 
    -Battlesuits can't "Floor It!". This action is replaced by Run(See "Playing the Game" section of any core rules book).
 
    -Battlesuits can't "Ram". This action is replaced by Charge, using the pilot's Weapon Skill(See "Playing the Game" section of any core rules book).
 
    -Battlesuits have two modes - Walker and Skimmer/Hoverer and is always in one of the two. Pilot can switch between them as Free Action. If Battlesuit becomes unpowered for any reason(Haywire grenades, Tech-Scorn for example) while in Skimmer/Hoverer mode - it Crashes. 
 
  
  -Combat
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* Replace Role Bonus with the following:
    -Specific Weapon Proficiencies are required to fire weapons mounted on the Battlesuit.
 
    -Battlesuit pilots do not suffer penalties to Pilot(Personal) Skill when attempting to dodge due to the size of their Battlesuit. Battlesuit still Crashes if this Pilot(Personal) Test is failed by five or more degrees.
 
    -All Battlesuit weapons and systems count as having "Facing: All".
 
    -If the pilot has any Talents or Abilities for use with Jump Pack, he can treat his Battlesuit as Jump Pack
 
  
All Battlesuits have the following profile format.
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[Skub]
 
|Type: Tau Battlesuit(Walker or Skimmer/Hoverer)  |
 
|Tactical Speed:                                  |
 
|Cruising Speed:                                  |
 
|Structural Integrity: #                          |
 
|Size: Hulking                                    |
 
|Armor: Head #, Body #, Arms #, Legs #            |
 
|Crew: 1 Pilot                                    |
 
|Armaments:  Weapon    Range  RoF  Dam  Pen  |
 
|          1st Weapon                            |
 
|          2nd Weapon                            |
 
|          3rd Weapon                            |
 
|Systems:                                        |
 
|                                                |
 
|                                                |
 
  
</pre>
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==Skills==
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* Sleight of Hand: depending on the circumstances, is a special use of either Deceive or Stealth Skills, and not a separate Skill.
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==Armory==
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*  Felling(X) weapon quality ignores X of the target's Toughness Bonus, without it having to be Unnatural.
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*  Power Field quality triggers both when the weapon is used to Parry and whet it is Parried. 
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*  Overheats weapon quality is affected by Craftsmanship in the same way regular weapon jams are.
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*  Great Weapons have Pen 2
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*  Targeter applies -10 penalty on tests to Dodge shots made by user. Ignore the convoluted bullshit in teh book.
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*  Tox Rounds are available for Bolt, Solid Projectile, Flame and ranged Low-Tech weapons.
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==Combat==
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* While performing an Overwatch action, a character can only make a single Attack against the same entity, regardless of how many times said entity triggers the Overwatch condition.
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* When attacking Helpless targets, Ballistic Skill tests made from point-blank range are resolved in the same way as Weapon Skill tests.

Latest revision as of 13:52, 23 June 2016


Roles

Desperado

  • Replace Role Bonus with the following:

[Skub]

Skills

  • Sleight of Hand: depending on the circumstances, is a special use of either Deceive or Stealth Skills, and not a separate Skill.


Armory

  • Felling(X) weapon quality ignores X of the target's Toughness Bonus, without it having to be Unnatural.
  • Power Field quality triggers both when the weapon is used to Parry and whet it is Parried.
  • Overheats weapon quality is affected by Craftsmanship in the same way regular weapon jams are.
  • Great Weapons have Pen 2
  • Targeter applies -10 penalty on tests to Dodge shots made by user. Ignore the convoluted bullshit in teh book.
  • Tox Rounds are available for Bolt, Solid Projectile, Flame and ranged Low-Tech weapons.

Combat

  • While performing an Overwatch action, a character can only make a single Attack against the same entity, regardless of how many times said entity triggers the Overwatch condition.
  • When attacking Helpless targets, Ballistic Skill tests made from point-blank range are resolved in the same way as Weapon Skill tests.