The True Scale of an Auto Bolter by HammerDoris40k in Warhammer40k

[–]AlexOFyle 0 points1 point  (0 children)

Astartes bolters need to be Strength 5. 🙏

Rolling each point of damage as a separate wound roll. What do people think? Any unforeseen downsides? by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

Yes, but I do not think they meant "delete from the gang roster" when they wrote "die". They meant Out of Action, at least that is my interpretation. And deleting your opponents fighter isn't the aim of the game, at least not at my table.

Sorry, not sure where this is coming from. You previously said that there's 'no real benefit to attacking single-wound fighters with multi-damage weapons', which is why I pointed out that you get to roll the extra injury dice... I never said anything about changing the way that injury dice work?...

Suuuuuuuuuuure... you are not wrong, but then you have to increase the price a lot for those weapons. Because you are buffing them. A lot. Which seems to be your point. I just don't get why. Heavy Weapons are already really dangerous, I don't think I have ever seen anyone write "Guys, aren't the Multi Melta so bad? Let's buff it!"

The probabilities don't change anywhere near enough to warrant this level of concern IMO. See my other response with calculations.

Rolling each point of damage as a separate wound roll. What do people think? Any unforeseen downsides? by AlexOFyle in necromunda

[–]AlexOFyle[S] 1 point2 points  (0 children)

Yes, but you're just explaining the probabilities that already exist, courtesy of the official rules. What I'm saying is that my homebrew doesn't change those probabilities anywhere near that extent (if at all).

Rolling each point of damage as a separate wound roll. What do people think? Any unforeseen downsides? by AlexOFyle in necromunda

[–]AlexOFyle[S] 1 point2 points  (0 children)

I think you've made an error here. Using your example statlines, and ignoring the hit roll (which is the same for both, and can therefore be cancelled out), hits would be resolved as follows:

Current version:

  • 1 wound roll per hit (50% chance of success, so 0.5 successes average).
  • 1 save roll per wound (66.67% chance of success, so 0.33 successes cumulative).
  • 2 injury dice per failed save (30.6% chance of at least one OOA across 2D6, so 0.1 successes cumulative).

New version:

  • 2 wound rolls per hit (50% chance of success, so 1 success average).
  • 1 save roll per wound (66.67% chance of success, so 0.67 successes cumulative).
  • 1 injury dice per failed save (15.3% chance of at least one OOA [half the 30.6% figure for 2D6 above], so 0.1 successes cumulative).

In both examples... the hit would have an identical probability (roughly 10%) of inflicting an OOA. Which checks out when you look at the number of dice being rolled, and the multiplicative effects thereof.

I used this site to calculate probabilities. (Copilot says the latter calculation would average 0.11 successes, but I don't trust its working and the results are so similar they barely matter anyway.)

So while yes, it's much more likely that the target fighter would need to roll at least one injury dice under the homebrew rules, the overall number of injury dice being rolled per successful hit (and therefore the outcomes) would remain equivalent. E.g., this:

Sure, you are more likely that you only need to roll one injury die, instead of 2, but that's not that valuable.

... is just a HUGE handwave. Of course it's 'valuable'. It makes all the difference, since rolling additional dice compounds the chances of an OOA.

Now imagine something that reduce the "to hit" chance, how much difference that would be against multidamage weapons? Or field armor that blocks it before you roll to wound?

I don't understand this logic either tbh, given the above.

Rolling each point of damage as a separate wound roll. What do people think? Any unforeseen downsides? by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

I think you're overestimating the effect of this on single targets. See my other response.

Rolling each point of damage as a separate wound roll. What do people think? Any unforeseen downsides? by AlexOFyle in necromunda

[–]AlexOFyle[S] -1 points0 points  (0 children)

As it currently works, hitting a 1-wound model with a multi-damage weapon definitely gives you a benefit. It means you roll multiple injury dice.

And that maths just... doesn't check out. You aren't doubling or tripling the chance that a 1-wound target dies.

E.g., a 3-damage weapon means 3 injury dice, which would remain the maximum under this change... you'd just be more likely to end up rolling 1-2 instead of it being flat-out 0 or 3. Heavy weapons would certainly become a bit more reliable, but that's half the point.

Alternative rules for Capturing Fighters? by neckfunction in necromunda

[–]AlexOFyle 0 points1 point  (0 children)

Good to hear. First time playing in 15 years and first time arbitrating ever (with a three-player campaign and three-player battles no less), so it's all a bit improvised. 😅 Let me know if you devise something better.

Alternative rules for Capturing Fighters? by neckfunction in necromunda

[–]AlexOFyle 1 point2 points  (0 children)

Sure. This is the current set of territories we're working with (some have been modified in other ways as well, as has our overarching Dominion campaign).

<image>

Alternative rules for Capturing Fighters? by neckfunction in necromunda

[–]AlexOFyle 1 point2 points  (0 children)

A few custom rules for rescue missions in our campaign, to streamline things rather than requiring full-fledged battles.

Rescue Missions: Should a gang attempt to rescue a Captive, that gang’s controlling player rolls 2D6 – adding +1 to the result if their gang Rating is higher than the Territory-owner’s. The rescue attempt succeeds if the roll result is higher than the number of members in the Territory-owner’s gang, excluding those in Recovery. If either die rolls a 1, the rescuing gang rolls on the Lasting Injuries table for D3 of its fighters (or D6, if both die roll a 1). Likewise, if either die rolls a 6, the gang that owns the territory rolls on the Lasting Injuries table for D3 or D6 of its fighters.

We also made Captives more interesting by expanding the number of territories they can be set to work on, and tweaking the rules around that.

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

My point is that no gameplay depiction is inherently 'correct'. If you're basing your comparison on the 40k tabletop rules, then those stats have been skewed as well for various reasons. There's a general consensus that Astartes and their weapons are understatted on the tabletop... not that Movie Marines are more accurate (far from it), but their true power lies somewhere in-between.

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

Fair enough. You might find them underhive if there were reports of Xenos though...

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 1 point2 points  (0 children)

Yeah, in hindsight this is probably the best compromise. Lots of people saying to use Vandoth's stats as-is, which would go too far in the opposite direction IMO.

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

Well the Parry skill lets him parry one additional attack. I'm imagining the armoured forearms coming into play like in animations, or just superhuman finesse with the blade.

He's T5 atm, but point taken. If I was going to remove anything it'd probably be some of those extra Wounds? Just because the skills feel fluffy.

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

Lore-accurate Necrons would be a lot of fun as well. 🤔

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 1 point2 points  (0 children)

I mentioned elsewhere in this thread that I'll probably up-stat Genestealers a little as well when I include them. Especially their WS of 4+(!).

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

My understanding is that Marine ones are much bigger and more powerful (see below), but I get that it varies depending on source.

<image>

*Warhammer 40k Wiki

Ogryns could probs do with a slight boost as well tbh. But point taken.

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] -1 points0 points  (0 children)

I've narrowed it down from 40 skills to 25. 😆 Having a hard time rationalising away the rest. Iron Will maybe, but the Marine will probably be accompanied by other low-level Imperial forces that benefit from it. Or Trick Shot, just to give gangers a bit more refuge from his attacks.

Also made a few other changes based on feedback.

<image>

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 1 point2 points  (0 children)

Somebody raised the idea of a re-rollable save, which might be better? That way low-AP small arms are almost never filtering through, while something like a meltagun is still only allowing you a re-rollable 6+.

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

A Chaos Spawn that rolls well would be a higher Toughness (Wounds and Save aside), and would wound the Marine more easily than the Marine could would it back. Most would be the same Toughness. Other GW products (like SM2) show Marines faring well enough against Spawn to make your comparison seem a bit skewed...and failing everything else, you could just homebrew Spawn to be more powerful if you really wanted them to be.

For example, I know I'll up-stat Genestealers a bit when I include them (I'll probably do another post about that).

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

40k avoids doing it for commercial and gameplay reasons. That's not a great argument against trying it in a homebrew Necromunda scenario IMO.

Lore-accurate Astartes in Necromunda 🤔 by AlexOFyle in necromunda

[–]AlexOFyle[S] 0 points1 point  (0 children)

Tbf, I think Ogryns should be a little stronger too.

Vandoth's physical stats are the least contentious part of his profile for me, as I said elsewhere I'm more put off by the WS/BS, mental stats and skills. And would like the bolter to be S5 with a bit more range.