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== Play-by-Post rules changes ==
 
== Play-by-Post rules changes ==
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'''XP'''
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Halve almost all costs for Space Marine Skill and Talent Advances.
  
  
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==Combat==
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'''Combat'''
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Opposed roll to attack
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Passive defense
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Opposed Strength + Weapon  vs Tough + Armor for damage. DoS is the crit level taken.
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Called shots ignored, use DoS to determine change of hit location, determine base location normally, each DoS can be used against the multiple hits table to shift 1 column right.
  
Turn Sequence:
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(Fast combat)
Personal
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Ranges are: Close Combat (CC), Firefight (FF), Stand Off (SO x) where x is the ranges of the weapons.
*Roll for Position (environs, gear)
 
*Determine Range [CC, A, FF, SO(1-3)]
 
*Roll for Results (gear): Attack Skill vs Passive Defense
 
*Resolve Damage (gear): Damage vs Resilience, Compare DoS to Crit table (location determined normally, may spend DoS to change location according to multiple hit chart)  
 
  
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Roll for position – Add WToF to resist
  
  
 
'''Weapons'''
 
'''Weapons'''
  
''Ranged Weapons stats''
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Guns
*Type - SP, Bolt, Las, Flamer, Plasma, Melta, Shuriken
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Assign a Strength stat and a min SB to use
*Class - Pistol/Assault/Rifle/Support/Heavy/Mounted
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*Optimal Range - CC/A/FF/SO(1-3)
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Modify class from pistol/basic/heavy to: Pistol/Assault/Rifle/Support/Heavy/Mounted
*Damage -  
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*Crit - Explosive, Impact, Rending, Energy
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Fix Pen
*Penetration - Pen + DoS > AP, armor ignored
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*Weight of Fire: Modifier to Position rolls, max number of targets the weapon can engage.
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Change ranges to Assault, Firefight, Long (1-3) [1 for rifles 2 for MGs, 3 for long range stuff]
*Recoil - Minimum S bonus to use w/o penalty
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Assign BS mods for each range [ex Pistol CC/A+0, FF-20 or Carbine CC-20, A+0, FF+0, L(1)-20]
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Damage types: Power weapons do rending mostly, fists do impact.
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Weight of Fire (WToF): replaces RoF, helps maneuver by pinning the enemy increases number of targets you can retaliate against/effect.s
  
''Melee Weapons stats''
 
*Type - Blade, Heavy, Light, Flexible
 
*Class - Chain, Shock, Power, Traditional
 
*Damage -
 
*Crit -
 
*Penetration -
 
*Heft - Minimum S bonus to use in one hand
 
  
 
'''Armor'''
 
'''Armor'''
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Rolled as Damage Resistance
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Has a S+T min to use
  
Armor stats
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Requires a Talent: Light, Heavy, Powered
*Type - Rigid, Flexible, Heavy
 
*Class - Flak, Mesh, Carapace, Powered
 
*AP - Modifier to
 
*Encumbrance - Minimum T bonus to use w/o penalty
 
  
  
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'''Fate:''' 1d10, 1-7 = 1, 8-10 = 2
 
'''Fate:''' 1d10, 1-7 = 1, 8-10 = 2
  
*'''Doom of the Eldar:''' The Age of the Eldar has passed, fate has removed its grace from this once mighty race. Eldar characters lose 2 Fate Points when they are forced to burn one. If the character only has a single FP left they may still burn it but may not use the Heroic Sacrifice rule.
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*'''Doom of the Eldar:''' The Age of the Eldar has passed, fate has removed its grace from this once mighty race. Eldar characters lose 2 Fate Points when Burning they are forced to burn one. If the character only has a single FP left they may still burn it but may not use the Heroic Sacrifice rule.
 
 
==Astartes==
 
 
 
'''Tomb Brothers Solo'''
 
Rank 1 - re-roll all Lore tests
 
Rank 3 - may not Run, may re-roll a single Int or WP test per encounter, +1 to Cohesion if squad is all Codex Chapters
 
Rank 5 - Treat all Common Lores and Scholastic Lores as basic Skills
 
Rank 7 - +10 to all Lore and Fear tests. Immune to Pinning.
 
 
 
'''Advances'''
 
Reduce all Characteristics to 25 base and use RT scale costs
 
Halve cost of all other Advances.
 

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