Paul
Adventurer
The Stallmaster3000
Posts: 216
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Post by Paul on Nov 10, 2009 21:37:54 GMT
No.
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Post by Ross on Nov 14, 2009 12:40:07 GMT
The next Rogue Trader game will be on the November 20th Friday, at E-block.
While I'm typing I'll spend this time wrting up on some of the basic concepts of combat in RT.
Weapons: Evevry weapon has a Rate Of Fire(RoF) which is shown like so: S/2/10, as shown this weapon has Single Shot, Burst Fire of 2, and Full Automatic 10. When using Burt Fire you gain +10% to BS, Full Automatic gives +20%.
You shoot normal by trying to roll under your BS. When firing with either BF or Af the more degrees you pass the more bullets you've hit with.
Say Stark has BS 48 and wants to shoot his weapong of S/2/10 in AF he gain +20% to his BS (68) and rolls a 38. He hits and gain 3 degrees of pass. So in total hitting 4 times. His opponent however has dodge and an Ag of 40 he rolls a 30. Passing eith 1 degree of success, meaning he dodges 2 bullets that would have hit him.
Also to note if your within 3 metres but not in close combat you gain +30%. If you where to say Full Atuto at this range you would also gain a +20%... +50% in total! To a maximum modifier bonus of +60%.
Close combat: A person with 2 melee weapons can make 2 attacks though with a -20%, unless they have the Ambidexouris Talent. If you have the Swift attack talent you can make 2 attacks with 1 weapon. Having lighting attack talent gives you 3 attacks with 1 weapon. Pistols can be used in close combat.
I don't think I've missed anything out from the basics in combat in the 40st millenium... except maybe the proper use of grenades...
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GingerFlash
Commoner
An apple a day keeps the death god away!
Posts: 72
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Post by GingerFlash on Nov 15, 2009 13:44:25 GMT
Are you sure? I thought that Duel Wield/Swift Attack allowed the player to make a second attack with an off hand weapon at -20 and ambidexderity made it a -10 instead cause you're efficient with it.
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Post by Ross on Nov 16, 2009 13:36:32 GMT
Your half right Ginger.
Swift Attack allows you to make 2 attacks with 1 weapon. Though I completely forgot about the Two Weapon Wielding(Melee) or Two Weapon Wielding(Ballistic) talents that allows you to use both weapons at a -20% for each attack. If you have Ambidextrous it goes to -10%.
What I think, your thinking of Ginger is if you have Swift Attack & Two-Weapon Wielding. You can make 2 attacks with your primary hand and then another attack with your off-hand. Of course with the -10% or -20%(depending) for all 3 attacks.
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GingerFlash
Commoner
An apple a day keeps the death god away!
Posts: 72
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Post by GingerFlash on Nov 16, 2009 20:19:15 GMT
I thought swift attack was the name for the duel wielding talent for melee, gomen.
But yeah, I was looking over it earlier and figured out how it works. having to doubke read things is annoying lol.
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Ben
Adventurer
Rules Lawyer
Posts: 213
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Post by Ben on Nov 17, 2009 0:32:59 GMT
Someone told me that you only hit with an extra shot for every 20% you pass by. Might have been Matt, can't remember.
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GingerFlash
Commoner
An apple a day keeps the death god away!
Posts: 72
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Post by GingerFlash on Nov 17, 2009 13:21:18 GMT
Degrees of Success and Failure, Page 184 of the Dark Heresy rule book state for every 10 points you pass by or fail by is counted as a degree.
Edit: however:
Full Auto Burst (Full Action) For every 2 degrees of success, you score an extra hit which can be allocated to the same target or to another target withing 2 metres. The amount of shots fired can't exceed the rate of fire of the weapon.
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Post by Ross on Nov 17, 2009 18:37:36 GMT
Rogue Trader Page 234 Ow, just to say. If anyone is unsure about certain rules in Rogue Trader, by all means ask. The more people with a rock solid knowledge of the rules the better. Hopefully when I have time I'll post on how space combat works.
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GingerFlash
Commoner
An apple a day keeps the death god away!
Posts: 72
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Post by GingerFlash on Nov 17, 2009 18:52:11 GMT
Ah so they updated it since Dark Heresy then, quite interesting.
I suppose it reflects the advancement of the better character.
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Post by Ross on Nov 17, 2009 19:57:37 GMT
I think the 2 degrees in DH was a mistake. Full Auto can give you a chance to hit 10 times depending. If you has a BS of 100% and rolled a 01 you would only hit 5 times... infact theoretically if you could get a BS of 100 without modifiers and some how got +60% for modifiers and rolled a 01 you would only get 8 of those10 shots.
So I think the 2 degrees for Full Auto is a mistake. That has been corrected in Rogue Trader.
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GingerFlash
Commoner
An apple a day keeps the death god away!
Posts: 72
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Post by GingerFlash on Nov 17, 2009 20:05:03 GMT
I suppose, I was thinking that myself actually. RoF vs the available amounts of pass didn't add up when I was reading.
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chris
Adventurer
RAWR means i luv you in dinosaur
Posts: 123
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Post by chris on Nov 18, 2009 3:33:00 GMT
but at the same time you wont hit with every shot so the degrees compensates for that, with the mod in RT it shows that the characters are better skilled at what they do (even those who have similiar stats to DH characters)
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Post by Ross on Nov 18, 2009 11:02:16 GMT
Decided to check the rules of DH on Full Auto & Semi-Burst. It is identical to RT. So firing in Burst: 2 degrees, firing in Auto: 1 degree, no matter what system you run with.
Before I Forget: Ganging Up A character has an advantage when he and his allies engage the same foe in melee combat. If a group of characters outnumber their opponent two to one, their WS Test are +10%. If a group of characters outnumber their opponent by three to one or more, their WS Test are +20%.
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chris
Adventurer
RAWR means i luv you in dinosaur
Posts: 123
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Post by chris on Nov 18, 2009 15:11:47 GMT
just as in WHFRP
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Post by Ross on Nov 19, 2009 16:02:15 GMT
Okay I've had some time to sit down and start writing up on how Starship combat works.
In most cases it's very much like normal combat except on a grander scale. Each round is known as a Strategic Round(SR) which last for approximately 30 minutes each. Each ship in a Strategic Round has a Strategic Turn(ST), these ST happen almost simultaneous though for game terms they happen in Initiative Order.
Actions:
A ship can do a variety of Actions these actions fall into 2 categories: Manoeuvre Actions & Shooting Actions. Each ship must make 1 Manoeuvre Action and may make 1 Shooting Action. These actions must be done by a different Explorer. Those that didn't do the above Actions, can do an Extended Action instead.
When the Actions are performed is determined by the Group as a whole. So one can determine to do an Extended Action before Shooting to give a Bonus, or Shoot before Manoeuvring, etc..
Manoeuvre Actions:
The space between one ship and another is measured in Void Units(VU). Which is an abstract measurement, though is considered around 10,000 kilometres. Two ships can be in the same VU at which ramming and boarding attempts can be made...
A starship be default will move directly forward a number of VU's equal to, or half its Speed value. After it has moved the starship can turn. Transports, Raiders, Frigates and other Ships of equivalent Size can turn up to 90 degrees to the Port(left) or Starboard(Right). All ships unless stated otherwise can turn 45 degrees.
When a ship moves forward at Full or Half Speed is considered default and does not require a Skill Test. However a pilot can do only do One Advanced Manoeuvre to modify this. It does not replace the basic Manoeuvre. If the Advanced Manoeuvre fails then it simple does the Basic Full or Half Speed Manoeuvre.
Adjust Bearing: Is a Challenging(+0) Pilot(Space Craft) + Manoeuvrability Test. This allows the Star ship to turn X VUs before it completes its Movement. On a success, a starship may move 1VU less than its Speed Value before turning. Multiple degrees of success allows it to move 1VU less for each degree. It must move at least 1VU before turning. Once it has turned it completes its Manoeuvre.
For instance a Ship has 8 Speed and wishes to move forward its Full 8. The pilots wants to turn after 3 VUs. So it does a Challenging(+0) Pilot(Space Craft) + Manoeuvrability Test. He gains 2 degrees of success, meaning he can turn at the end of the 5th VU. He does so, and turns 45 degrees and then moves the last 3VUs of the Starship movement.
Adjust Speed used to Adjust the distance a Starship needs to move. First the ship determines whether it is moving Half or Full Speed. On a Challenging(+0) Pilot(Space Craft) + Manoeuvrability Test. On a success he may increase or decrease by 1VU the amount the starship travels. Each degree allows the ship more VU. A starship cannot move less than 0VU and cannot move Double or more than its Speed Value.
Adjust Speed & bearing Is a Hard(-20) Pilot(Space Craft) + Manoeuvrability Test. Pretty much both Rules above in one Manoeuvre.
Come To New Heading is a Difficult(-10) Pilot(Space Craft) + Manoeuvrability Test. This is considered making radical course changes. On success the Ship may turn when it has moved half it's Speed Value, then turn again when it has moved its full Speed Value. All Ballistic test suffer a -20.
Disengage This gives the starship the ability to flee the battle by Shutting off it's systems and hiding in the vastness of the Void. It cannot be done if within 8VUs of an enemy. The ship takes a Challenging(+0) Pilot(Space Craft) + Manoeuvrability Test against an opposed Challenging(+0) Detection + Scrutiny Test from opponents within 20VUs. If the ship wins each opposed test it is considered to have left combat and may not re-enter. Disengage cannot be used to initiate a Stern Chase.
Evasive Manoeuvres Used to help avoid Enemy fire. The ship makes a Difficult(-10) Pilot(Space Craft) + Manoeuvrability Test. Success and every subsequent degree of success imposes a -10 penalty to all shooting directed at the ship. Until the beginning of its next turn. The starship suffers the same penalty when shooting this turn.
Shooting Actions:
Each Weapon Component may be fired once per ST, and all Weapon Components must be fired at once, although they may be fired at different targets. A Weapon Component can only shoot within its Firing Arc. (More to weapons)
Extended Actions:
Active Augury Challenging(+0) Detection + Scrutiny Test to scan the area surrounding the ship. if the scan is successful, the GM should reveal basic (and important) information about celestial bodies, phenomena, and ships within 20VUs. if there is a ship on Silent Running it is immediately detected. For every degree of success the scan can be increased by another 5VUs.
*There is a lot of Extended Actions, writing them all up would probably be not a wise decision. So I heavily recommend all checking out that section in the actual Book.*
Weapons & Shooting:
When firing Weapon Component(WC) it uses the Characters BS. One character may fire all the WC or share it out within the group. The weapons can be directed at multiple targets.
The direction a weapon can be fired is dependent on its firing arc. Front(fore), Back(aft), Left(port), Right(starboard). Firing arcs extend in a 90 degree arc from the centre of the ship.
Its arc is dependent on its position: Dorsal, Prow, Port, Starboard, Keel.
Dorsal: Fore, Port, & Starboard. Prow: (Transport, Raiders, Frigates: Fore), (Light Cruisers, Cruisers: Fore, Port, Starboard) Port & Starboard: Port & Starboard respectively. Keel: Any Direction
When firing out of the range of the weapon(up to twice the range) the shot suffers a -10 BS. When firing half the range it gains a +10 BS.
When Firing a MacroBattery a success gains 1 hit every degree after this an additional hit to a maximum of the Macro strength.
Say we are shooting a ship with MacroBatteries. The ship has 1 void shield. We fire our macro and gain a Success & another 2 degrees. So 3 in total. As the ship we are firing has 1 void shield it removes 1 of our damage dice. So we have 2 left. Rolling them we get a 6 and a 8. In total we get a combined Damage of 16. The opponent ship has an Armour value of 14, so we beat it by 2. The raider has taken 2 points of damage to the Hull integrity.
*Side note: Each weapon has what is known as a Crit Rating. For instance the Crit rating of a lance is 3. If you gain equal to or more than the Crit rating and you damaged the Hull, you roll a 1d5 on the Critical Hit Table.*
When a ship reaches 0 in Hull Integrity is is considered crippled. Crippled ships get: -10 Manoeuvrability & Detection, and reduces it speed to half. Reduce all weapon strength by half(round up). It stays crippled until the Hull gains at least 1 Hull integrity.
For every Point of Hull Integrity Lost 1 Point of Crew Population & Morale is lost.
If a crippled ship gets damaged beyond its Armour it gains a Critical Hit. Take the Damage that exceeds the Armour and apply it to the Critical Hit Table.
There is a lot more to it.. Like Components being damaged etc.. But for now this is the most important concepts to get to grasps with. I know there is a fair amount, so if you don't understand anything, just say.
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