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Tau stealth suit conversion
Tau stealth suit conversion








tau stealth suit conversion

We will be using the updated DH2/OW/BC Skill list and descriptionsĪcrobatics -> Acrobatics, ContortionistAthletics -> Climb, SwimAwareness -> Awareness, Lip Reading, SearchCharm -> Charm, PerformerCommerce -> Commerce, Barter, Evaluate (something's worth)Logic -> Logic, Gambling, TacticsLinguistics -> Ciphers, Literacy, Secret Tongue, Speak LanguageMedicae -> Chem Use, MedicaeOperate -> Drive, PilotParry -> Not previously a skill PCs with any WS upgrades or a WS above 50 should count Parry as known.Stealth -> Concealment, Silent Move, ShadowingSurvival -> Survival, Tracking, WranglingTech-Use -> Demolitions, Tech UseToughness -> CarouseĪs well as using the updated skills, we will also be using their updated level names. One, this is to make the game a bit more deadly (but since only Elite and Master level enemies can inflict RF, it makes the game more exciting for the PCs) and it also speeds of the pace of play. RF is automatically successful on natural 10s. Players do not need to roll to confirm righteous fury. It's just a little more thought out than simply exploding damage on natural 10s. The crits have been changed where on a RF that does damage to an opponent, roll 1d5 on the corresponding critical chart table and apply the effect to the target. ("It is a clear change from the earlier philosophy that a bunch of rounds downrange increases accuracy (+20 full auto Deathwatch/Rogue Trader) and more in line with single shots are more accurate and muzzle rise is a thing.") All standard attacks are now 1/2 actions, but the modifiers have been changed to +10 single shot, +0 semi automatic, -10 fully auto. Rules follow standard DH2/OW/BC combat mechanics: Teams kept in reserve will not be rolled for. This is mostly for narrative purposes and will help grow the reputation of each team for good or bad. Furthermore, it will also affect how NPCs view them and interact with them in game.įurthermore, upon completion of a mission I will roll 1d10 to determine how well the other deployed Reaper teams did. What team the PCs are on will determine what roll they play in missions. Critical failures in missions could see them placed on a lower tier team while critical successes may raise them accordingly. Their success or failures during missions will determine how they advance over the course of their careers as Reapers. PCs will start the game as Reaper Team 3.

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The most prestigious of the teams is always Reaper Team 1 here, the most skilled, accomplished, and veteran Reapers are placed. A Reaper frigate can hold any number of strike teams, but they more often than not operate in teams of six. Updated Play Mechanics- Reapers operate in specialized strike teams.










Tau stealth suit conversion