Showing posts with label 40K. Show all posts
Showing posts with label 40K. Show all posts

Friday, 17 February 2017

Skills as described vs. skills as used

So I was visiting Dan and Arthur over the holidays, and we had many conversations about roleplaying, of course. One of them eventually pottered around to musing on skill interpretation. Or, to be a little uncharitable, skill misinterpretation.

Here, as usual, "skill" means an aspect of an RPG's mechanics which determine your competence in a specific field of activity. In some cases things we would normally consider to be Attributes or Statistics or something work in a way similar enough that we can also consider them here. White Wolf's dots, for example, are basically the same whether they're in an Attribute or a... whatever you call the other things, I forget.

Let's take as read for this article that a skill has four components: a Name, an optional Fluff, a Description, and an Application. The Name is literally the name of the skill ("Ignite Fish"). The Fluff is a bit of flavour text which some games include. The Description is the section of the rules which explains what the skill is, and may give specific mechanical subsystems, special uses, examples and so on; descriptions may be very mechanical or largely narrative.

Finally, the Application is simply the way a given set of players actually uses the skill in their games. This does not necessarily correspond to any of the above.

Tuesday, 18 October 2016

On failure, its outcomes and its implications: psychology

I feel like it's been ages since I was able to put together anything substantial for this blog. To be fair, nothing I write now is ever likely to compare to the insane (in relative terms) popularity of my post about animal companions...

And also to be fair, it's been a very busy few months and I'm ill. But still. I do enjoy writing for this blog and feeling like someone appreciated it.

This is going to be a miniseries about failure in RPGs, or at least in some RPGs. I fear it may be a bit dry and very rambly. Still, I present it for your delectation, or at least to keep you mildly diverted on the bus.

So a while ago I wrote some responses to a Walking Eye episode about Numenera. Very little of that is relevant right now, so let me pull out the bit which, randomly, sparked this week's post-game conversation. It is is in fact talking about Dungeon World, for some reason.

Friday, 7 August 2015

Wild Talents in yellow

So it looks like we might end up running Definitely Not X-Men for Wild Talents, and based on my previous posts Dan suggested that trying to stat up characters you already have in mind is the way to get into the system. He's been playing with making X-Men characters. That seems eminently sensible. Wild Talents is pretty much made for running some humans with a bunch of special powers.

Naturally I consider this laughably childish in its simplicity, so instead I am going to play at making the Adeptus Astartes for Wild Talents. What could possibly go wrong?

Sunday, 28 June 2015

Out of the frying pan

With the howl of a wounded daemon, the drop pod plummeted towards the Imperial lines, slowing barely in time to turn a fatal impact into a merely agonizing one.

The doors hissed open.

Vast power-armoured figures strode out, their equipment glittering in the weird green light of Drachtos. All around them, Imperial troopers worked and scurried. Here ammo containers were carried from dropship to Chimera; there a platoon were busily reinforcing the new trenches. Thousands upon thousands of warriors, the backbone of the Emperor's armies, toiling to serve His will. Every one of them tough, loyal, and above all - hungry.

"There." One of the figures pointed towards a low concrete building. "The facility is complete, it appears."

They strode purposefully towards their target, and troopers hurried out of their way even as they stared upon the white-armoured demigods. Rameses led the way inside, flicking open the massive doors with one hand. The occupants looked up, and sprang to attention.

"My lord Astartes! Welcome to our humble facility. I hope it meets with your approval. I must apologise, it was built in haste..."

"You are?"

"Adept Arcturis, my lord. I and Lieutenant Brador" - he indicated a guardswoman to his left - "are responsible for this facility."

Rameses nodded approvingly, his mighty brow creasing. "We will see."

He turned and led the way into the main chambers. Chromesteel glistened everywhere, vast metal benches stretching between whitewashed walls. Arclights beamed down so that no corner of the chamber was in shadow. Pipes wove their way around the room like gigantic iron pythons, skull-topped taps and valves jutting from them. Crates and storage units were everywhere.

The commander grinned, running armoured fingers through his rust-coloured hair. All was as promised. He walked to his appointed place in the centre of the room, a gleaming pedestal with many shelves. Two eagle-tipped banner poles hung above him. Mounting the stairs, Rameses slowly drew a gigantic blade from his belt. Brador tried not to gawp; Arcturis had no such self-control. Rameses ignored them.

"Brother-Entremetier Olivier, to your station. Brother-Rotisseur Cradox, kindle the promethium. Brother-Patissier Kipling, at the ready. Commis-Scouts, bring forth the ingredients. I will lead us in the sacrifice to ensure the Emperor's favour."

"Ave, Brother-Cuisinier!" they shouted, as one. Armoured fists pounded on armoured chests like the resounding of great bells.

"Very good. Begin!" Brother-Cuisinier Rameses turned the gleaming cleaver in his hand, and looked around at the staring humans. "And one of you serfs bring me the thrice-accursed ham."

Thus was the coming of the Iron Chefs to Drachtos.

In the grim darkness of the far future there is only brunch.

Friday, 14 November 2014

A Stony Sleep: afterthoughts

For some reason, I managed to post this in August, months ahead of finishing the actual podcast. When I realised, I de-published it and am posting it here to make the archives more sensible. I'm not sure how it escaped my drafts folder, but just to reassure you, I haven't yet reached the point of actually running repeats...

In my head, I've been thinking of this as the one where we shifted into more of a straightforward Space Marine game with less of the Fisty humour that originally got us playing. Having now listened to the recordings for the first time in months, I can't imagine where I could possibly have got that idea.

Thursday, 13 November 2014

A Stony Sleep, part 7

Post-Game Discussion

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 7

The Episode

Nothing much to say here. This isn't the most interesting post-game session, sorry, since we don't actually break down the scenario like we sometimes do. Feel free to skip this one! However, we do talk about a couple of points that might be mildly interesting for those who care about the Deathwatch game, or are gently lulled to sleep by our (ahem) melodious voices. And it's short!

The bionic issue is basically a canon one, I think. Essentially, the Warhammer 40K universe has always portrayed bionics for any military character as being flat-out better than the organic equivalent. They grant significant stat boosts in the tabletop version. The fiction does sometimes highlight disadvantages, especially in those bionics given to lackeys or grunts, but again emphasises the new or enhanced abilities these features tend to lend a character. For a space marine, who expects only the best of equipment, there aren't going to be any misshapen second-hand bionics or rusting parts. So while I do understand the balance issues of making baseline bionics any better than the default marine, it also just feels wrong for them not to be. There are no low-ranking space marines, no grunts, no lackeys. Everyone is a mighty warrior of immense value to the Imperium.

Honestly, this is quite likely tied into the whole "game line" deal. I don't know whether Fantasy Flight even thought about this when carrying over the same bionics rules as every other game uses. It seems like it could have quite easily been fixed by pegging the minimum bionics at whatever level is no worse than a starting space marine: no reason to get injured on purpose, but no disadvantage either.

Of course, this is partly down to me choosing to lose an eye, but I didn't (despite my phrasing here) actually do this for mechanical reasons - it seemed appropriate and I wasn't aware at the time of the rules for serious injuries and acquiring bionics. So I just assumed it was something I could do, which is strictly not the case by RAW. I mean, I got a power claw to the face, that seems like something that would require a cool glowy terminatoresque bionic eye, right?

I'll be (re-)posting a follow-up post shortly. I wrote it out ages ago and mistakenly put it up at some point, despite the podcast not yet being out. Whoops.

Wednesday, 12 November 2014

A Stony Sleep, part 6

The Heavy Bolter Is Sick OP

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 6

The Episode

So I've basically talked about everything in this episode already. Much has been written elsewhere on the OP-ness of the heavy bolter, and ways of dealing with it. Similarly, the final crystal conundrum has been discussed before.

The bit at the end is another one of those conundrums. Do we know about Ahriman? He's a completely legendary Chaos Sorcerer, but it's just not that clear what level of setting knowlege Space Marines should have.

I look forward to seeing where all this is going! Roll on, 2015...

Tuesday, 11 November 2014

A Stony Sleep, part 5

This Brain Is Above Your Security Clearance

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 5

The Episode

This being a transitional episode between phases of the investigation, there's a lot of stuff going on here. There could potentially have been a much longer cultist-fighting phase, but Arthur made a tactical decision to cut this short due to our gaming schedules (and to avoid repetition).

There's a sort of instinct to rebel when some objective is unattainable, such as rescuing the inquisitor, which I definitely suffer from. This is not in fact one of the official objectives, which you might recall made us suspicious in the first episode, although I offered a (plausible?) counterpoint. But you want to rescue people when you're heroic, even in the brutal Imperium. In practice, I thought this was one of the better examples of this sort of thing. We got a chance to interact with Vincent and try whatever we wanted. His mental state, betrayal and position of authority gave a convincing reason why he wasn't rescuable, while a long absence plus the nature of his captors convincingly accounted for those things. This wasn't one of those "NPC is shot at long range by an unseen enemy, having promised to divulge vital information first thing in the morning because it's too late right now" affairs.

The submarine sequence was a little bit disrupted by us players leaping to action while Arthur was trying to narrate. In practice, the outage is supposed to take a second or so, but we weren't quite clear on that. No big deal, it's just something that happens sometimes.

The encounter with the Alpha Legion was tense, but maybe a little anticlimactic? The opener was good, as Nikolai does his level best to get himself killed again (in retrospect, "slight caution" a poor choice when I should have been auspexing like anything). Having all four obliterated by a single psychic power was both satisfyingly awesome on our behalf, and slightly disappointing - I can't really decide which one won out for me. However, it's hard to dissociate my judgement from the points I've already made about this stuff.

DVD extra bonus material

We talk briefly about Demon: the Fallen, since this recording was actually made before the Demon game I posted a while ago. Hooray for time travel. I already discussed some of the many, many problems with this game. In the light of that, the discussion here of chapters being presented inconsistently takes on a different light. It seem less like an unfortunate editorial decision, and more like yet more evidence that the product wasn’t actually finished, let alone edited for consistency.

Monday, 10 November 2014

A Stony Sleep, part 4

But I'm Wearing My Stealthy Yellow Armour feat. We Could Eat This Guy's Brain

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 4

The Episode

Return of crisps! Once again, I am really very sorry about the crisps.

Sometimes it's really hard to pick titles. With this scenario, I think for the first time, I went for (hazy approximations of) quotes from the episodes. Some have several tempting lines. Previously I've tended towards very basic descriptions. I'm still not sure what's the best option; you don't want to spoil an episode, you do want to summarise it, and quotes are sometimes memorable, but sometimes quite generic despite being good. I do think titles are essential to podcasts because if, like me, you have a few thousand floating around your hard drive, and potentially a hundred or more from a single podcaster (here's hoping!) then it's very easy to listen to one episode, come back a week later after binging on something else, and have no idea whether you listened to dgb_pod_00098 or dgb_pod_00064, or indeed "Episode 28" or "Episode 36". One day I must write something opinionated on podcast metadata...

The memory science I mentioned is Memory RNA. And despite this being entirely debunked years ago in a famous scientific turnaround, apparently it's still going on! I say this because my idle googling for a suitable link produced this article in an apparently legitimate journal, which appears to be literally the exact same thing.

It's horrifying in a way just how quickly a team of space marines can demolish a substantial threat. I don't think a single combat in the Fists campaign has lasted more than three rounds, and I believe in all cases that's purely been a case of mopping up horde survivors. Ah, maybe the diablodon fight was more than three?

It's kind of cool, but in a way I think it creates problems for Deathwatch in particular. The lethality we have discussed before means that it's very difficult to have meaningful drawn-out combats - anything able to pose a serious threat to the marines is reasonably likely to kill them through swing. One thing this tends to mean is that it very rarely actually matters what cool and interesting capabilities enemies have, as they rarely get to bring them into play. Most are lucky to get a single shot off. We have no idea what the cultists were capable of, and to some extent that makes it more difficult to create interesting memories. "Remember that time we killed everyone with a single round of heavy bolter fire?" "Wasn't that... every time?" I jest, but I think there's something to it. I just can't quite pin it down right now. In my defence, I'm ill today.

Brain-eating comes up a lot in this episode, but sadly there are always reasons to avoid it. I should really check into the canon on that - just how much do Marines worry about eating xenos brains, say? Because if you refuse to eat the brains of heretics, psykers and aliens, that doesn't leave you with much reason to have the ability.

Sunday, 9 November 2014

A Stony Sleep, part 3

Cultist-Bothering for Fun and Profit

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature teasers for upcoming actual plays, after the closing music. Just so you know.

Episode 3

The Episode

Surprisingly, we have actually used the Climb skill twice over the course of our missions. Still not worth boosting, though. Especially not for those of us who can fly.

The confrontation in the cave, specifically the bits just before the fight, may seem a bit disjointed. This isn't because we're not listening to each other; I had to cut about three minutes of this out, in several sections, because of noise issues. I've tried to keep in as much information as possible, though.

For those of you keenly following my discourses on Brother Nikolai (who am I kidding?), this episode features him being genuinely useful, achieving something the rest of the party couldn't. It's interesting to me, and I mean that sincerely rather than being sarky, that this doesn't relate at all to proficiency in combat. Firstly, he takes the lowest point in the climb and saves Kaim, safe in the knowledge that he has a jump pack as a fall-back if things go badly wrong. Secondly, the jump back (and his confidence in getting up close and personal) allows him to barge straight into the cultists, attempt to overawe them, and then snatch away the cult leader. Strictly speaking, this is a much bigger contribution fluff-wise than it is mechanically, since the objective would have been met by blowing them all to pieces, but we're trying to play roles here, right? As a secondary point, as the conversation shows, we're all conscious of the problematic situation (armoured fascists slaughter followers of alternative religion). While we're all on board for that, and the canon does a lot to actually justify this approach, I think we do feel a bit better when we give the occasional nod towards the less murderous and more human aspects of the space marines. If these cultists choose to make a suicidal attack, rather than, um... surrendering and probably surviving their forced conversion and penance, for a given value of "survive"... well, that's their business!

But yes, Nikolai. This shows off a point I've made before, which is that to a large extent I do think assault marines are inherently broader than some of the other specialities, and their strengths lie quite substantially in their movement capabilities and defensive capabilities. Nikolai can get to places quickly to do things other than killing, get away from danger quickly, and soak a lot of attacks - although less so when facing a Horde as they ignore parries.

Note here that Arthur didn't require a die roll for me to leap into the midst of the cultists. In fact, I think the only time I've had to roll was in Mersadie Hive, when I used my jump pack to leap from a speeding bike and hurl incendiary grenades onto a roof and then tried to land back on the bike. This strikes me as exactly the right way to adjudicate these matters.

Saturday, 8 November 2014

A Stony Sleep, part 2

Steve Jackson, Is That You?

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 2

The Episode

You would not believe how much crisp-excision this podcast required. This was actually one of the main reasons I didn't get round to doing it sooner. I'm not sure if you can tell, but there are a few sections where I had to remove entire conversation threads because crucial parts were obscured by unbearable crunching and/or rustling. There was a certain amount of careful doctoring, including pasting in alternative versions of a word from elsewhere in the recording to create a clean sentence break.

I should point out, though, that I have in no cases changed the actual meaning of what was said! Just tidied up bits where I had to chop off a run-on sentence or a bit where we talked over each other and led into another conversation that couldn't be rescued. Nothing crucial was lost, but the podcast is quite a bit shorter as a result. The surviving crispy sections should give you a clue just how bad the excised bits were.

This is an occupational hazard of actual plays - very few snacks are silent and gaming is a snacky sort of hobby. More recently we've been putting things in bowls before recording, which helps, but I'm not sure how the squeaky-clean podcasts tend to manage. Unless they just don't eat, and are tireless robot gamers. Always a possibility.

I Fought The Lore

When we learn about the "other Astartes", it's obvious to me and Dan (with our extensive 40K background) that this will be the Alpha Legion. However, it's not clear whether our characters are allowed to know that. This is one of the points where establishing exactly what canonical knowledge is widespread, what is secret, and where different kinds of security clearance fall is really difficult in this game.

One of the reasons for this is, of course, that the 40K universe has been built up over decades by a whole load of different writers and gone through several major editions, each with their own angle on the truth of the situation. It's not clear how much access ordinary space marines have to Chaos-related information, and what is strictly inquisitorial or known to more senior marines. The RPG in general isn't especially helpful about this, and knowledge is absolutely one of the areas where I'd really have liked them to lay down some suggested difficulty guidelines, because this stuff is not remotely obvious. It's even worse once you start to move into things that aren't massive and well-established parts of the game canon (like major Chaos Space Marine legions) and into some of the crannies, like Imperial Navy lore or even psyker lore.

Broadly speaking, you have to assume that all space marines know about the existence of Chaos marines and renegades, and therefore at least a basic amount about Chaos. For a purely practical standpoint they must, must also be taught the tactics, equipment and abilities of Chaos marines, because the entire point of the Astartes is to fight the enemies of mankind, and refusing to teach them anything about fighting the one threat that did come close to wiping out the Imperium would be too stupid even for the Imperium. So if they know World Eaters are involved in a situation, there is no question in my mind that they should understand this will mean Khorne berzerkers, and therefore terrifying melée specialists, as well as a focus on mass slaughter of everyone possible, which will likely result in demons appearing who are also melée specialists. If they know Tzeentchian marines are involved, they should know to expect vile sorcery, a focus on ranged weaponry and maddening, fast-moving demons that spit flames and lightning.

It's less clear how much this extends to more strategic considerations, since it's generally senior marines who will be taking strategic decisions anyway. Do the ordinary marines need to know the typical signs of Alpha Legion operation, which are extensive use of cults, sabotage and misinformation? Do they need to understand that Slaanesh worshippers will aim to take captives for hedonistic rituals, offering certain strategic opportunities and informing loyalists about their likely movements? It all depends very much on how you view the information structures and trust within a chapter, which varies by chapter, as well as how you perceive the role of space marines in the Imperium as a whole. If they are basically soldiers, this kind of information is less important and might well be kept secret by paranoid officials. If they have a wider remit that includes investigation, small-unit missions and acting as aides or advisors, then it doesn't really make sense to me for them not to have that kind of information. Sending in a small unit to investigate situations when they aren't given enough information to analyse, identify and countermand threats is not sensible.

All this is a very long way of saying that I feel like this is a situation where the Fists should just have got the information. This isn't particularly complicated stuff: this is Traitor Legions 101. I have no idea what the actual mission stated, but the rulebook gives no guidance on how to handle this, and so I don't think Arthur's to blame. From what I've seen, any notes in the mission most likely offered a -20 penalty to Forbidden Lore rolls on the basis that you're trying to use Forbidden Lore.

Slightly later on, our in-character knowledge includes detailed understanding of the mindset of the Alpha Legion. I'm not trying to pick on Arthur here, not least because he used this on the spot as a way to give us metagame knowledge ("step away from the massive paranoia tangent of obsessing about this detail") without flat-out telling us in GM-voice that it's a result of scenario design clashing with reality. It seems perfectly reasonable that we would Know Our Enemies, and it's certainly plausible that we'd have memorised specific stuff about each legion without necessarily wanting to positively identify a specific group of enemies based on some general clues. I'm partly just flagging this up in case anyone else spots it, and partly because the contrast between these two situations just further emphasises for me how unclear the books are on this aspect of the game.

Of course, it's possible one reason the rules are pretty general about knowledge is that it's taken from a ruleset designed for all possible (okay, likely) 40K characters, and "common knowledge" varies massively by role in the universe. At the same time, this strikes me as exactly what individual books are for in such a game line. The summary for Forbidden Lore: Traitor Legions is just a few words, and it contrasts significantly with that for Common Lore: Adeptus Astartes and indeed Forbidden Lore: Adeptus Astartes.

Forbidden Lore: The Traitor Legions: The secrets of the lost Space Marine Legions, their names, and the sad tale of their fall from grace.

Forbidden Lore: Adeptus Astartes: Extensive knowledge of the practices, organisation, and homeworlds of the Imperial Space Marines and their Chapters, including hints and rumours of their myriad of secret rituals and methods of recruitment and training.

Common Lore: Adeptus Astartes: An understanding of the role, function, and nature of the famed Imperial Space Marines, as well as a knowledge of the commonly known Chapters and their practices and areas of operation.

Note that CLAA specifically mentions the practices of Chapters, and FLAA specifies their practices, rituals, methods and training. FLTL is far more cagey about what is actually included, more or less leaving this up to the GM. I find this unsatisfactory.

Thursday, 2 October 2014

Manipulating playstyles with modifiers: the case of Deathwatch

So, it's ages since I griped about Deathwatch! But I had some more thoughts due to working through our latest podcast (I foolishly and accidentally posted the post-podcast post way ahead of schedule - now taken down, with apologies).

Bonus scheme

One of the things that struck me is that the skill mechanics in Deathwatch further exacerbate some of the issues I have discussed by dint of where the designers choose to build in bonuses and penalties.

Let's use Brother Iacomo and his heavy bolter as our first example. He begins with a BS of about 40, and we can reasonably assume that he will rapidly start buying up BS enhancements to at least 50, which is easily achievable as a starting character. Many devastators will take the Immovable Warrior ability for an additional +10 whenever they are in cover. If possible, Iacomo will prepare for the shot by spending a full action aiming for a +20 bonus on his next attack roll. Firing on full auto, which is almost inevitable, Iacomo can gain a +20 bonus to hit; semi-auto will offer +10 to hit. If the target is larger than human - such as a xenos monstrosity or any significant group of weaker targets modelled as a Horde - there will be a modifier ranging from +10 to +30. Should Iacomo be facing an onrushing horde at close range, another +10 to +30 is available. A variety of targeting sights also offer +10 bonuses in specific situations. A signum and signum link can be purchased for an additional +5 or (if he's lucky) +10 bonus.

Friday, 30 May 2014

Location: The Rose Garden

For quite a while I've been playing around with the idea of someone achieving a tipping-point in language proficiency where they can understand languages without studying them, and/or of people augmented with computational implants to use their brain's awesome language and pattern-recognition abilities to make elite code breakers. Bizarrely, it has its origins in an idea I came up with for Firefly, which I might return to because it was also interesting.

Anyway! The Rose Garden is a location slash organisation inspired by that idea. I feel like it would fit in very well into Warhammer 40,000 and other dystopian science settings. It could almost certainly be used somehow in World of Darkness and Shadowrun if I knew anything much about those setting.

The Rose Garden is a secretive foundation that gathers unusual linguistic talents, protecting and containing them. Linguistic savants are rare enough, but some individuals succumb to a form of obsessive-compulsive disorder known as linguapathy, becoming so focused on language that their lives suffer serious detriments.

These unfortunate individuals are known as Rosettes, after the ancient Rosetta stone; hence the foundation's unassuming name. Some immerse themselves in the wealth of natural languages and become obligate hyperpolyglots, while others are compelled to devise new languages incessantly. Their profound and wide-ranging linguistic skills are a valuable asset to the authorities, not least in cryptography. As translators, decoders, scholars, or simply research subjects, they more than compensate for the cost of their care. Frequently, their talents are boosted with special training and biomechanical enhancement: memory chips that store vast datasets, decryption modules, or high-speed processors that greatly accelerate their mental abilities.

The most serious cases may reach a kind of apotheosis, having absorbed so much linguistic knowledge that they begin to glimpse meaning in messages even when they have never studied the language. This talent leaves their sanity in serious jeopardy, as they begin to perceive not only the probable meanings of a phrase, but many simultaneous possibilities in different languages. In the final stages of their condition, the linguapath's mental filters break down entirely. With every conceivable interpretation open to them, they are overwhelmed, unable to any longer produce or comprehend language, and typically catatonic.

It is rumoured that an astronomically-small fraction of cases progress beyond this stage. Left to drown in a sea of language, some individuals learn to swim, fusing the myriad contradictory patterns into a coherent and holistic whole; an ur-tongue, an omni-language. All of language, real or imagined, human or inhuman, is within their grasp. They know no separation of thought and word; the word itself is the meaning. The capabilities of these legendary adepts are a matter of dark mutterings and ill-informed speculation.

The Rose Garden for Warhammer 40,000

In the grim darkness of Warhammer, the aforesaid dark mutterings have good cause. The omniglots' ability to parse impossible codes and decipher true meaning from alien tongues is a tool beyond price, but doing so may grant them access to all manner of terrible and sanity-shattering knowledge. There are good reasons why many secrets are so heavily encrypted, for few minds are strong enough to bear them. Writings tainted by Chaos or by inhuman lies can corrupt and corrode a mind already wrenched open by linguistic singularity. The inmates of the Rose Garden must be watched carefully, lest they fall to darkness.

The office of Gardener is a difficult and sensitive one, trusted only to resilient and quick-thinking officials. Often, a retired Inquisitor may take the role, their years of experience with strange phenomena and their knowledge of corruption aiding them to keep their charges safe and loyal. At other times, a talented administrator or arbitrator may be given command of the Rose Garden. They must be vigilant, yet lenient; allowing no trace of heresy or Warp-taint to infest this invaluable resource, yet permitting the peccadillos and quirks of the differently-sane and keeping them largely contented. The talents of linguapaths should not be lightly thrown away by undue harshness, and a pool of willing workers who delight to serve the Emperor of Mankind is worth far more than a mere slave-pit.

The Compound

The Rose Garden is a guarded compound, with looming rockrete walls that might hide an asylum, quarantine hospital or a school for the scions of nobility. Within the walls, numerous buildings sit amidst neat gardens, tended by the least-afflicted of the inmates. These mild cases are permitted to socialise and even exchange their learning, though interactions are carefully monitored for signs of trouble. These small freedoms - daylight, fresh air and company - are considered to help control their condition. Much of their time is spent in routine work for the Imperium, translating ordinary materials and aiding in linguistics experiments. Those with higher security clearance reside in the walled north quarter, and work extensively on encryption and decryption of secure materials, though only those dealing with mundane matters.

Though their freedom is strictly curtailed, the Rosettes are not treated harshly. Their talents are rare and valuable, and though they are likely doomed to madness, they may serve the Emperor for many decades before their fate is sealed. The lower-grade linguapaths are permitted to live comfortably in individual dwellings, wander the grounds as they choose, and even meet with family members - albeit under observation in the Salon. Restful water-features and fishponds provide a soothing atmosphere, and extensive libraries offer a vast wealth of learning. If the request be judged reasonable by the Gardener, tutors may even be introduced to teach some rare and fascinating tongue, adding to the stores of talent within the Garden.

Neat apartments house the domestics, sentries and psysicians who also reside here, tending the Garden. All are scrupulously investigated before they are permitted to work within the grounds, and sworn to silence. Many are orphans from the Schola Progenium, more trusted than mere recruits from the local populace.

A simple chapel provides spiritual guidance for all who dwell within the Garden's walls. Those who perish here are consigned to the flames, their ashes scattered upon the soil to nourish the flowers.

The Rosebuds

More serious cases are kept in wardhouses within the grounds, and not permitted to mix with the lower grades. These Rosebuds receive daily exercise at scheduled times when the gardens are otherwise empty, and their interactions with one another are tightly controlled. Their access to any linguistic material is restricted in an attempt to control their condition, keeping them at a peak of usefulness while avoiding linguistic overload. The unique talents of each Rosebud are used with care: some translate arcane xenos tongues, while others reconstruct framented and incomplete texts. All are security screened and trusted with sensitive material; any who fail are liable to summary execution, lest their talents fall into other hands. These are the most highly-regarded of the Rosettes: largely sane and stable, but with advanced and complex talents that are of enormous use. Implants greatly enhance their innate abilities, allowing lightning-fast calculations of probable meanings, comparison with vast archives of texts, and deciphering of a bewildering array of scripts. Roses are permitted to know the general talents of other inmates, so they may collaborate on complex tasks, but care is taken not to expose them to additional languages, to avoid destabilisation.

A small minority of Rosebuds, judged to have exceptional strength of will and purity, are transferred to the Court, a well-appointed but austere place of velvet, steel and glass housed in the inner compound. These adepts are trusted to work with even heretical and blasphemous materials, and their work for the Inquisition is invaluable. Naturally, despite the screening, losses within this group are inevitable.

The Roses

The third tier of inmates are the Roses, unstable linguapaths who have begun the path to singularity. The "flowering" of their condition is unpredictable; some struggle to form sentences comprehensible to any but another linguapath, or become highly poetic and abstract in their speech. Struggling with the myriad worldviews and ways of thinking demanded by their various tongues, they may appear mentally deficient. Isolation is crucial in controlling their condition, and they are kept in individual chambers within their barracks. Nevertheless, the strange insights of these individuals may be invaluable for comprehending allegorical, mystical or xenos works. Development of minor psychic talents is relatively common amongst them, and the Rose House is both warded and well-guarded, with inmates regularly screened for corruption. The correlation between their linguistic and psychic abilities is a subject of much interest to the Inquisition. Due to their condition, Roses are rarely permitted access to blasphemous materials, for fear that the call of the Warp might trigger unstable psychic episodes, or draw a vulnerable mind into heresy.

The Roses dwell in a reinforced barracks to the north, separated from the grounds by a triple wall and trenches. Though much leniency is extended to the Rosettes, so much as touching the outer wall is cause for interrogation and execution. In truth, these precautions are barely needed; the lower grades know well not to approach this place, and most view it with utmost dread. It is a looming reminder of the fate that likely awaits them.

The Blue Lodge

At the southern edge of the Rose Garden, far from the Rose Barracks, is a plain, windowless building of blue-tinged local stone. Three ranks of towering conifers wall it off from view, a kindly concession to the feelings of the Rosettes. This asylum houses the fourth and final tier: Roses whose condition has degenerated sufficiently that they are dangerously unstable and of minimal use. Some simply lie catatonic and silent, their minds endlessly parsing the reams of data in their memories. Others pace furiously, declaiming in twisted words that flow constantly from tongue to tongue, or composing mind-wrenching polyglot poetry no other could comprehend. Dedicated language-makers may withdraw entirely from common language, imprisoned within the mental pathways of their own bespoke tongues, unable to communicate. All are permitted whatever seems to soothe them; some seek silence, others read continually, rant and rave, or sit surrounded by broadcasters, drowning out the din of their minds in a wave of language. Even limited degrees of violence and self-harm are permitted.

Despite their condition, even these unfortunates may be of use to the Imperium. Some pattern or concept in their wild ramblings may provide a clue unthinkable to those of balanced mind. Occasionally an Inquisitor will call by to present one or other - chosen with utmost care - with a linguistic puzzle, hoping to see a glimmer of recognition and perhaps the hint of an answer. Some inmates may even snap briefly back to sanity, treading water long enough to decipher a riddle before their condition overwhelms them once again.

There is no fifth tier.

The Inner Compound

Within the Garden, the inner compound sits on a low hill, overlooking the grounds. Sentries on the walls keep a weather eye on the activities of Rosettes as they potter around the gardens. A beautiful door of polished bronze bears the likeness of the Most Holy Emperor upon the Golden Throne.

The Gardener's Lodge is here, a stately building offering mild luxury to a trusted servant of the Emperor. A small armoury stands nearby, offering heavier armament to the guards in case some enemy should seek to raid the Garden and slay or kidnap Rosettes.

The nearby Court is the second most secure building of the compound, and typically houses a score of inmates. Psychic wards and seals mark the walls, lest some fragment prove to carry more power than any had realised, and armoured weapon servitors guard the entrance. Here the most trusted of the Rosebuds live and work, deciphering terrible secrets and alien texts at great risk to their souls and minds. A walled garden permits them air and light, a little luxury amidst the hardship of their work, though even here warding seals dangle from silver nets overhead.

The most secure, however, lies beneath the simple control tower in the very centre of the Rose Garden, its very existence largely unknown even to the inmates and staff. An array of bio-sensors, vox-readers, locks and concealed doors blocks access to this secret bunker. This is the refuge of the fifth tier, who do not exist.

No generalisations can be made of the mere handful who emerge from singularity. Here are a selection of inmates the Deep Garden has housed. All are isolated, their chambers hundreds of metres from one another, and with no interconnections. Only the highest clearance will permit access to any, and all interactions are strictly recorded for future analysis.

Radila Mnessutivsk

Mnessutivsk is one of the most valuable assets of the Rose Garden. Nearly 200 years of age, she is gaunt and tall, exuding a kind of nobility despite the array of disfiguring implants that pockmark her skull and spine. She resides in a pleasant set of chambers far below ground, mint-scented and furnished with elegant pale wood. She is relatively lucid, able to communicate comprehensible ideas and emotions to her interrogators, although translation modules are needed to decipher the details of her commingled speech.

Emerging from singularity after nearly three decades of babbling and compulsive listening, Mnessutivsk was discovered to have unique parallel-processing capabilities, comprehending hundreds of simultaneous conversations in an array of languages. After purity tests found her untainted and essentially sane, this remarkable talent was put to immediate use in scanning suspect transmissions and decrypting multi-layer codes. Whatever secrets and plots are uncovered, she indicates to the Gardener, and thus many a cult and traitor have come to grief.

Mnessutivsk's ability comes with a heavy price; she has been classed as an obligate linguavore. Deprived of linguistic input for more than a few moments, she begins to suffer discomfort and stress, eventually turning to unbearable pain and dread. Even in sleep, four hundred and nineteen channels feed transmissions, writings and recordings to her dreaming mind.

Freigh

Psychic abilities amongst the Rosettes are generally a cause for concern, but occasionally they offer great potential. Freigh is one of the most successful cases.

Freigh's domicile is ornate and untidy, after their own inclinations. The Rose prefers a stimulating atmosphere to foster their talents. Behind a jovial and welcoming face, they are entirely silent, spending most of their waking hours in ambling contemplation. Scans reveal vast and unfathomable patterns of thought racing in the marvellous brain beyond, and ecstatic dreams centred in the language regions. Such dreams are the only time they break their silence, spilling out streams of nonsense syllables that somehow hold meaning to whoever may hear them.

Such a person may seem of little use, but there is purpose in the thoughts. Freigh may not speak, but they do listen; the wishes and intentions of the Gardener will guide their thoughts. Roughly once a month, Freigh will retire to a small scriptorium, and there, with psychosensitive inks and blessed parchment, inscribe a sigil of enormous psychic potency: each one a rich and complex thought, condensed into a single unprecedented symbol. Some address directly the needs of the Gardener, others are merely passing notions. All are forgotten by their author, retrieved with great discretion, and conveyed with utmost care to the Gardener's library for investigation. They have proven of substantial value in many investigations.

Unch Saintblessing

Within an artificial sandy cave, a large plain of marram grass is nourished by faux-sunlight. A simple round house amidst the grass is the home of Saintblessing, mimicking his childhood home on a world now lost to Eldar depradations.

The linguapath is a large, rugged man, with a pattern of minute rubies inlaid in his cheek. He wears a near-permanent look of twinkling mischief, as of amusement at some private joke, as he mouths silent rhymes. Sound and rhythm is his passion; he is lost in a reverie of poesy, forming multilingual rhymes and patterns of staggering complexity.

Saintblessing's talent for allegory and pattern is unmatched. The most cryptic and metaphorical of messages wither before his mind, and rare indeed is the code that can lie undetected under his scrutiny; he sees the order in all communication, and the deviations therein. Yet this is not the limit of his talents, for he can sense at some trascendent level a greater order amongst the chaos of words, to discern from mere fragments what must have been said between them. Even entire lost messages can, in part, be recovered from the relationships his mind discerns amongst the web of communication.

Tragically, this very gift leaves Saintblessing isolated, for he can no longer descend to the level of mere common speech. He speaks in dense and manifold rhyme, a symphony of many languages woven into a beauteous whole. His oracular announcements are themselves a puzzle to the listener. Nevertheless, he strives to serve as best he may, marking the texts he reviews with simple symbols to highlight points of concern. Only in reconstructing texts can he speak clearly, for here the pattern of the text is strong and his own speech may flow along with it.

Rechaziel set Morrchal

At the airlocks barring entrance to this chamber, scanners search the visitor for any cogitator or calculating device; all are forbidden, for fear of Rechaziel's gift.

The room is a hollow sphere some sixty yards across; a metal mesh stands out against the rockrete, blocking any manner of electrical signal. At its centre, a small tower stands on a platform, reached only by a walkway whose last section is a drawbridge. There is little cause to think Rechaziel might seek to leave, but the risk cannot be taken.

She is a nervous-seeming woman, snub-nosed and prone to veiling her face in a mantle of green-black hair. Unlike most, she does not like to read or sing. The threads of her talent have converged like a tightening cat's-cradle, into a single knot whose threads she may tweak like a puppeteer. When no visitors come, she paints: vibrant landscapes, simple sketches of the life she once had before her passion overtook her. Only picture-books and albums line the stark shelves of her home. It is the echo of many a hiver's hab, ugly and spare, but stamped with personality.

Even the Gardener is only permitted a few minutes of speech with Rechaziel, and they submit to the scans of an apothecary before and after the visit. Often, hypnosis or other treatments are required to restore the balance of their mind after exposure, for Rechaziel's talent - or curse - is a crystallisation of language. Her words hover on the border where speech becomes thought becomes reality, and despite her efforts, she cannot but change others as she speaks. Computational devices, unprotected by any will, are the worst effected, and simple exposure to her speech is catastrophic; their very programming shifts and warps in response to her words, rendering them useless or even perilous.

Although her words are strange - indeed, they belong to no known language - the ideas they contain are somehow comprehensible, as though she speaks some primal tongue that addresses the very tissue of the brain. More than a brief exposure can be exhausting, for Rechaziel's own thoughts and self begin to infiltrate the hearer's mind. Early studies showed that those who spoke with her began to adopt her mannerisms and patterns of thought, even gaining some fraction of her linguistic knowledge. This mental imprinting is viewed with great suspicion, lest some outbreak should occur.

Despite this peril, Rechaziel's gift for holistic language is a powerful one. Presented with some passage of speech or a pile of transmissions, she can see through their superficial meanings to some greater truth within, granting insight into the mind and even soul of the author. Emotions, concerns and even biographical scraps morsels come to light under her scrutiny. Moreover, she has proven of some use in interrogations, seeing the patterns of truth between lying shrieks, and bending the wills of prisoners to the Inquisition's purpose with no other tool but words.

Friday, 23 May 2014

Psykers, Howling at the Moon, and the Paladin Problem

Recently I started listening to Knights of the Night's Numenera series after Roo Sack Gamers pointed me there. One of the party chose the focus Howls at the Moon, gaining a form of lycanthropy. Listening to the episode and thinking about the situation, I found it quite interesting for a couple of reasons. This post is loosely based on some feedback I sent them. It contains spoilers for their Numenera podcasts.

The Paladin Problem

This was an idea outlined to me by Dan. I don't remember whether it was his, or someone told him, or he read it somewhere. Anyway, I thought it was interesting.

Essentially, the idea here is that the design of the traditional D&D paladin class uses behavioural restrictions with punishing costs to counterbalance the class' advantages. They gain foe-smiting, evil-detecting, magic horsies, healing powers, and an array of generally pretty kickass stuff for being a knight in shining armour. In return, they must be good, lawful and noble, with a code of conduct governing what they can do without losing their powers.

The problem comes about because of a discrepancy in where these elements fall. The benefits of the paladin accrue almost exclusively to the paladin personally, letting them kick ass in combat, be pretty awesome in social situations, bring righteousness and justice, ignore diseases, and so on. A number of the powers can be used to help others, and should be, but all classes have some ability to help their allies.

In contrast, the restrictions on the paladin affect everyone. A paladin's moral code restricts the entire party in what course of action they can choose, because they cannot reasonably permit acts that they consider evil or unlawful. A paladin that takes a "see no evil" approach when allies are torturing a prisoner is not roleplaying well (if their morality permits torture, they wouldn't need to leave the room). This leads to the common view of the paladin as having the proverbial stick: they need to be either naive or ruthless with the rest of the party unless all are entirely selfless and law-abiding. The party may well feel unable to use deception, poisons, or sneaky tactics to overcome obstacles, if the paladin insists on a stand-up fight and always gives foes a chance to surrender. Perhaps they don't feel it's acceptable to take a reward, or demand that a quest be accepted. They should seek judgement on evil characters - and they can always tell who's evil. No pragmatic deals, no half-measures. Because of the need to maintain their code, the paladin can effectively become the arbiter of morality with a casting vote on the party's actions. They don't play well with more complex parties featuring characters with looser morals - which is just about everyone.

Thursday, 1 May 2014

Delayed Deathwatch

How annoying.

I've spent the last couple of weeks hammering away at more Deathwatch in an attempt to cut down my backlog - not least because there's some recent content I'd like to get up in more-or-less timely fashion to discuss while it's fresh, but don't want to leave older recordings hanging around any longer. Anyway, hot rough Fisting action is all ready to go, but Archive.org is being a pain and I haven't been able to upload the files. As I'll be away this weekend, it's likely to be at least next week before I can change that. A shame, I was really hoping to start posting the game.

Monday, 21 April 2014

Across Phrentis VI with Bike and Boltgun: 02

Chapter 2: Ulverthwaite East

After a night of anxiety, prayer and assiduous brushing-up of doctrine, Jettan had felt it necessary to say a few words to the troops. Rousing words were not really his field, which lay more in good sense and resourceful application of approved methods, but no commander wishes to be embarrassed in front of the incarnate death-angels of the Emperor. At this moment, he wished heartily that at least one of the Commissars had survived. He was pale and hollow-eyed, but since this had been his habitual guise for the past month, any slight difference in quality passed unnoticed by his equally haggard troops. Only a handful of guards remained at their posts; the rest were gathered in the common room.

"A few hours come, Ulverthwaite East will be blessed with the presence of five warriors of the Scarlet Hounds. I munnet hardly remind you what an occasion it is."

The crowd shifted with pent-up tension, like a crowd of sheep awaiting the shearing.

"Now, chance we're all fetching to make a good impression, but I know some of you" - with an approving glance at Mocks - " are more well-up on doctrine than how others are. So remember, the holy angels of the Emperor, bless His glorious mercy, aren't some plum-boys on an inspection tour. Certainly you mun be respectful. And if any of them is gracious enough to give you an order, you jump to it like a herd of darvaks was after you! But the point is, first and foremost, they're soldiers. They'll care a sight less for a lick of paint or a salute here and there, than a garrison as knows how to serve the Emperor."

He hoped, devoutly, that his understanding of Imperial protocol was accurate.

"So, we mun have every weapon fit to fire, supplies in good order, no mess to get in the way chance there's trouble. And to top all that, we mun all be on form. We may not have much to show off in Ulverthwaite East, but we've held this place for three months for all that. Let the holy Astartes see that orks or no orks, Phrentis folks know our duty."

There was a slightly awkward silence until the troops realised he'd finished, followed by a scattered chorus of "aye, sir". Astartes or no Astartes, there was simply no energy for great shows of enthusiasm; besides, it wasn't in the Phrentine character to cheer. The faces around the room looked faintly less resigned than had been their wont, but there were still less than a dozen who'd managed a good night's sleep. Much to her surprise, Lillit was one of the lucky ones. Somehow, the news of the Emperor's impending mercy had driven away the cloying weariness and dread of months, and left behind only honest exhaustion; she hadn't even stirred until the klaxon sounded.

They left the hall and bustled off to their various tasks. Mocks was buttonholed by the Lieutenant for a hasty conference on the facilities needed for their honoured guests. Even dehydrated pottage was rationed these days, and the prospect of offering such fare to the holy warriors had tormented Jettan since a doubt crept into his mind in the small hours. He nearly wept with relief on confirming that they were unlikely to expect slap-up meals.

As the sun drew near its peak, and the meagre shadows of early spring grew fat and shy, the inhabitants of Ulverthwaite East grew restless. Vital though their assignments to kitchen, watchtower or repair team might be, they found their attention patchy, their minds drifting from half-peeled swede or shell-mangled wall to the visitors they would shortly receive. Had a commissar been present, they might well have quailed at the sheer number of infractions in need of discipline; mercifully, none had survived the early battles. Lieutenant Jettan fought manfully to keep the troops' shoulders to their various wheels, but even he was somewhat distracted by how to receive such eminent visitors. A number of fresh facial nicks demonstrated the drawbacks of what was termed "field-barbery", the supply of decent razors having long since given out, but he was far from the only one to have made a valiant effort to smarten up. Even Ulverthwaite East itself seemed to have straightened its back. It might be a humble, even downright disreputable fortress, but rarely had its inhabitants looked more stalwart, its armaments better-maintained, or the piles of charred ork skeletons on the perimeter more heartening. Tattered uniforms were hastily patched and darned with whatever could be found, leaving several troopers sporting a daring mix of urban camo-chic and gingham pillowcase that would have had judges swooning in any uphive catwalk show.

Despite the obvious drawbacks, a few of the less exhausted militia couldn't help thinking that another orkish assault would be perfectly-timed. It would, after all, be highly gratifying to have the blessed Astartes descend wrathfully from the heavens to see them honourably fending off the hated xenos. Thankfully, the local orks refrained from any such activity. As it happens, they had been distracted from the invasion by a personal quarrel that could only be resolved through a reckless and violent race through the ruins of the town they were occupying, followed by a massive brawl over the disputed outcome; but the defenders of Ulverthwaite knew nothing of that.

Inch by tantalising inch, the sun crept unwillingly towards the summit of the sky. At last, Jettan had the klaxon sounded to muster the troops in the yard. Though he didn't think the Astartes would demand a grand welcome, it was obvious that anyone sent to their bunks or common room would only sulk and stare out of the windows. Apart from those left to man the artillery and watchtowers, they formed up and gazed towards the skies. For several minutes they shifted and muttered excitedly, Jettan making no attempt to maintain discipline, before the radio crackled into life. Silence fell as the troops all strained their ears to catch the message.

"Ineluctable hailing Ulverthwaite East. Launch successful, old chap. Expect impact in, oh, call it five minutes. Ave Imperator!"

The next five minutes were, despite strong contention from a recent ork assault and several spectacularly embarrassing personal memories, the longest in anyone's recollection. Suddenly, a black dot dropped into view over to the south, and then came a flare of light and a rumble. Every eye on the base turned to watch. The dot slowed discernably, but was still travelling at alarming speed when it vanished behind a hill. Drop pods could fail, couldn't they? A minute or two passed before anyone remembered to breathe.

"Should we... investigate, sir?"

"No, no," said Jettan, still riding the wave of optimism that had emerged last night. It was a little alarming, but the prospect of someone else taking responsibility for things had lifted a great weight from his shoulders, and he hadn't quite recovered from the shock. "The Astartes have obviously decided on a better landing-spot."

Moments later, there was the distant roar of engines. For a moment images of smoke-belching wartrucks flashed before their eyes, but this was not the unhealthy spluttering of ork technology; it was the hearty rumble of Imperial craftsmanship. Shapes appeared over the ridge of the hill, sillhouetted for just an instant, then vanished again. The roaring grew louder, the troops straightened themselves up in unconscious anticipation, and then a cluster of scarlet shapes burst from a copse and tore up the hillside towards Ulverthwaite East. Sadly, with the gates firmly shut, only the sentries on the wall - a group inexplicably more numerous today - could observe the masterful display of bikemanship and coordination put on by the Scarlet Hounds. Even with Imperial allies so close, they left nothing to chance; any hypothetical ork ambush would have met with instant retribution.

As they entered the final stretch, Hawksworth activated his comm-link.

"Scarlet Hounds to Ulverthwaite East, shake a leg and open those gates," he called. He watched approvingly as the gates began to swing open almost immediately - though barely wide enough to admit two bikes abreast. The planetary defence force were taking no chances, just as they shouldn't. Plenty of sentries on the wall too, and giving them a thorough inspection as they approached.

"I say, they seem like a keen bunch, what?" commented Ffaulkes. "Orks ain't precisely known for impersonation."

Barnabas raised an eyebrow. "And that, young Ffaulkes, is probably why Ulverthwaite East has been holding out behind enemy lines for the past few weeks."

Switching smoothly into single file, they swept through the gates of the base and drew to a halt in the courtyard, before the rapturous gaze of the garrison. Behind them, two loping mechanical hounds slowed and gazed around with gleaming eyes. Other than the rumble of engines, there was silence. The militia stared enthralled at the armoured giants who had appeared before them, resplendent in hunting-scarlet and cream. The avenging angels of the Emperor, in person; and moreover, the first friendly faces they had seen in months. Tarquin saw a few lips move as troopers made the sign of the Aquila. After a long pause - long enough to slightly diminish Hawksworth's earlier approval - the gates began to close behind them, as the ranking officer stepped forward. He gave a salute that echoed across the courtyard, and called "Ave Imperator! L-Lieutenant Jettan, acting commander Ulverthwaite East. You honour us with your presence, sirs."

The troopers behind him saluted likewise. The keen eyes of the Scarlet Hounds noted the weariness, the patched uniforms, the repaired weapons. On the whole, not a bad showing.

Hawksworth reached up and unclamped his helmet. The troopers made no effort to hide their stares. They saw an unexpectedly ordinary face: mildly cheerful, keen-eyed, reassuring. "Quite," he replied. "All right, you fellows. No need to stand on ceremony. Brother-Sergeant Hawksworth, Scarlet Hounds. Heard you were having a spot of trouble with some orks."

"Ah... yes, sir. Been cut off for weeks, sir."

"Well, we'll have to see what we can do about that. We have some gen from the Chapter, but I'd like to hear what you can tell us before we make too many plans. Mind if we take a look around the base first to get the lie of the land?"

It wasn't really a question, since there was roughly as much chance of Jettan refusing as there was of him sprouting wings, but Hawksworth projected an air of efficient politeness that made the lieutenant feel he was being treated as, if not anything like an equal, at least someone whose opinion was potentially relevant. Considering some of the superior officers he had experienced, not one of whom had been the sons of the Most Holy Emperor of Mankind, this condescension seemed frankly remarkable.

"Right away, sir." Recovering himself a little, Jettan gave the order to stand down. Reluctantly, the militia dispersed back to ordinary duties, although many of those duties happened to involve areas through which the Astartes would inevitably pass. The lieutenant, being no fool, had a pretty good idea this was happening, but frankly the troops had had vanishingly few pleasures in recent weeks, and he was no man to deny them the thrill of observing the Emperor's finest.

In the meantime, the other marines had also de-helmeted, taking the rare chance of fresh air with minimal risk. Before beginning their tour, they took a moment to spin their bikes to face the gate. A few precious seconds could make all the difference in case of a sudden ork raid.

"Fidelis, Valerian - guard," ordered Hawksworth. The hounds obediently assumed watching positions around the bikes, servos whirring as they scanned for signs of trouble. "Ah, Lieutenant, better warn your chaps not to get within ten yards or so."

With a glance at the razor jaws of the hounds, Jettan agreed.

"Now, let's take a stroll, eh?" said Jasper, always keen to be on the move. "Like what you've done with the skeletons, by the way. Put a bit of fear into the bally xenos, that's the way."

Ffaulkes raised an eyebrow. "Orks ain't precisely known for good sense, old chap."

"Well, it certainly can't hurt," judged Hawksworth. "They've no honour, as the doctrine says, so it won't fire them up. Besides, a bit of a tally is good for morale."

The base, as the marines judged it, was not a bad little place. It had held up surprisingly well to shelling and mass onslaughts, though the walls were crudely patched in several places, and in those they found small groups of troopers carefully checking and reinforcing their work. They paused and stood respectfully as the Hounds passed, answering a few questions with commendable promptness and excusable awe.

"I say, I like how they've rebuilt around that ork machine," enthused Tarquin. The ruined shell of a portly walker had been welded into the outer wall, its armoured frame filling the gap that had been torn by heavy cannon. Girders and rubble had been carefully added and infilled with rockcrete to seal the breach, giving rise to a sort of industrial tapestry effect.

"Machine?" prompted Barnabas.

The younger Hound flashed a smile. "Killa Kan, class twelve articulated light assault engine. Honestly, Barnabas, must you play the librarian?"

"Learning is good for the soul, young'un," said Ffaulkes. "Besides, a bit of specificity don't hurt. Good habit to get into."

"True enough," agreed Hawksworth. "When one’s pushing into hostile territory, there's a world of difference between four wartrukks, four killa kans and four zzap guns. But let's not tease the lad."

Most of the watchpoints were still intact, with crews ready to swing heavy mortars and autocannon into action at a moment's notice. Two had been reduced to useless rubble, and makeshift towers of girder and crate assembled to compensate. Elegance had very clearly not been the first thought in anyone's mind; they resembled something that a clumsy but enthusiastic child might construct on a rainy afternoon, but when Ffaulkes gave one a tentative shove it didn't budge. The weary crews turned to salute as the marines passed.

"Alright, eyes on the horizon, chaps," said Hawksworth quietly. They turned hastily back to their viewports. "All quiet?"

"Aye, sir! Nary a wink on 'em, sir."

"Glad to hear it." The group strode on. The bridging-Chimera was briefly inspected, and the lamentably-depleted armoury. Superhuman eyes noted approvingly that debris, corpses and ammo casings alike had been removed, leaving no obstacles upon which a hasty foot might slip. Even the shell-holes in the yards had been crudely patched to keep it level. Rubble from destroyed structures had been scavenged for barricades and bracing materials. Jettan, giddy with proximity to sacred power, waxed lyrical on the attacks they had repelled and the orders in place, and met with approval. Sharp ears and tactically-minded brains drank it in, missing nothing. A few minor improvements were recommended, and subordinates immediately dashed to and fro to obey. They paused to inspect a bayonet drill in the rear courtyard, and tactfully refrained from discussing the likely effectiveness of bayonets against a screaming horde of orks; all things considered, the troopers were really giving a thoroughly respectable performance, no doubt aided by the authentic orkish weaponry and clothing they had added to their training dummies.

Satisfied with their inspection of the defences, the Scarlet Hounds headed into the keep itself. It was a remarkable coincidence, observed Barnabas with an inward smile, that so many of the inhabitants had floors to sweep, messages to deliver, and other errands that brought them into the hallways at this time.

“The armoury is getting close to the bone, sir,” said Jettan, with the regretful note of a butler obliged to inform the household that supplies of canary are running low. “I reckon we can hold out another sennight or two on what’s here, if the greenskins don’t let up. It’s frags as are getting scarce, mostly.”

“Yes, they would be, with orks. I can see we shall have to buckle down to getting those supply routes restored, and the tooter the sweeter.” The amount of ammunition that had been expended was mute testament to the garrison’s tenacity. All in all, a pretty stalwart little band, thought Hawksworth. The marines followed Jettan into the briefing room to get the latest information and plan their operations.

Ulverthwaite East stood atop a rugged hill, looking out over the plains. A river curved round to the west, its foaming waters and steep banks guarding the base from that quarter. Several smaller hills nearby held the shattered remains of outposts and bunkers, broken by the relentless ork assaults. After the death of Captain Barnes, Jettan had pulled all the survivors back to the main base to concentrate their strength. Small groups of orks regularly prowled the ruins, spying on the base or seeking loot. Sallies kept their numbers down, but there was no way to retake the area.

Below the base, rolling fields spread out to the distant horizon, broken only by patches of woodland and occasional hills. Until the orks came, it had been a very picture of pastoral bliss: gene-spliced crops rippling in the breeze, vast agricultivators sputtering across the landscape, and the homely scent of promethium smoke from the processing plants drifting on the breeze. The sort of world the Imperial Guard dreamt of retiring to once their decades of service were over, to raise pigs and smoke pipes on a rocking-chair overlooking the fields. Now whole swathes of the crops were flattened by vehicles or shredded by shellfire, and fumes belched from ork camps in the ruins of agricultural buildings. It brought a tear to the Imperial eye, and a sense of nausea to the loyal stomach.

“Whereabouts are the orks concentrated, Jettan?” asked Hawksworth, casting a gimlet eye over the huge map spread over the briefing table. “As you’ve been running patrols, you must have a pretty good idea. Our briefing on the Ineluctable was short on detail.”

“Well, honoured sirs, seems as how there’s a few clusters. A fair number have been bivvying in yon generator station.” He tapped the map where an industrial-looking compound stood, a few miles distant. “Happen they’re looting the place. Over west they’re roving all about on vehicles, and we’ve not been able to get far enough to find the fuelling station. Most like it’s near Machine Tractor Station 366, or maybe Airfield Scarwick over yonder – there’s hangers and fuel tanks at the both of them.”

“You could get a good look from this peak, surely?” said Ffaulkes, pointing at a tall drumlin towards the two sites.

Jettan winced, but recovered quickly. “Aye, sir. We made a few ventures out that way, but it’s flat ground and sparse too. Swimming the tarn here cuts the distance, but it’s a deathtrap if owt gets a sight on you, and they race all over the plain most nights. Cut it which way you choose, the orks have all the cards.”

“No luck, then?”

“Lost thirty-four in three sallies, sir.” He looked grim. “But of course, sir, if you’d have us try again-“

“I see. No, the lives of the Emperor’s servants are not to be thrown away. We’ll think of something.”

Tarquin was bent over the map, reading the contours. Once a Scout, always a Scout.

“I say, brothers, what do you think of this?” His fingers traced a long, arcing route around through thickets, curving eventually back towards the hill. “Fifty miles. Too far for a foot patrol, but the bikes could do it in an hour or so, and plenty of cover on the way.”

“Promising,” declared Ffaulkes, flipping down his monocular to magnify the details.

Jasper twirled his moustache, thoughtfully. “Bally good thought. Mind, in that sort of turf there’s better than even odds of running slap into some greenskins, which ain’t precisely Codex.”

Barnabas nodded. “True, brother Jasper, but we have the advantage, do we not, of both speed and surprise? They will not be expecting the Astartes.”

“Besides, it’d be a damned shame for Erudition to stay clean all mission!” grinned Jasper.

“Know anything about this terrain, Lieutenant?” asked Hawksworth.

Jettan nodded politely. “Aye, sirs. Rough scrub for the most part, but nice firm ground. Farmers leave scrub round the fields so’s the nattergobs have somewhere to nest. They keep pests down and seed the crops nicely. Eh, but that’s by the by. Some of our troops were for trying that road, only there’s Howett Bluff right across, sithee.”

He placed a gaunt finger on the map where contour lines converged like riders closing on a fox, lazy slopes transforming into a sheer drop some hundred feet high. The cliff cut right across Tarquin’s route a little way from the goal, stretching well into the open plain to either side.

“With ropes a patrol might be down quite smartly, but by my reckoning it’d be nigh on two hours on the road back. With orks on their tails, most like, I didn’t think it worth the risk. Besides, we’d be short-handed for four days or thereabouts, and no way to know if they’d be back at all.”

Hawksworth nodded. “I’m inclined to agree. However, the Scarlet Hounds and the Imperium’s finest power armour shouldn’t find it too challenging a climb, don’t you chaps think?”

“Rather!”

“Scarcely worth troubling about.”

He nodded. “Very well. In that case, we’ll set out on a reconnaissance sortie at dusk, to limit the chance of long-range sightings. We’ll leave the bikes at, ah, Howett Bluff, with the hounds to guard them, and proceed on foot. Tarquin, plan the route and a couple of reserves in case of surprises – let’s see what they taught you in the Scouts. Ffaulkes, look over the sentry posts and batteries. Barnabas, I imagine you’ll be in the infirmary?”

The apothecary inclined his head. “A little outside my field, but tending the Emperor’s troops is a worthy duty.”

“Indeed, and good for morale. Jasper, close-quarters drill with me until None – these are orks, after all. Lieutenant, I suggest you get some rest. Consider yourself off-duty until we’re ready to depart. You look fit to drop. In fact, give a general order – anyone short on sleep is to retire immediately. Just keep the walls and artillery crewed. Ulverthwaite East is safe enough for now.”

They signed the Aquila and marched out, leaving the exhausted Jettan to relay their orders. Always mindful of responsibility, he ushered several dozen gratified troops into their barracks before returning to his own quarters, where he sat down to remove his boots and promptly sank into the heady, unshakable sleep of utter exhaustion. As the sun began its long, ponderous descent to the horizon, the soft murmur of lieutenantly snores rose from an open window and drifted away on the breeze.

Thursday, 30 January 2014

Bolting the Stable Door

Important statistical note:

in the following article, I a) forgot; and b) really couldn't be bothered with factoring in the Tearing special property for weapons into my already-nightmarish calculations. Deal with it.

So as an adjunct to my recent faint melancholy about Brother Nikolai, we got talking about the Heavy Bolter. We are not alone in this. The Internet is, in fact, full of people discussing the Heavy Bolter and its OP-ness or perceived lack thereof. In general there's a feeling that it's too good because it does huge amounts of damage. Dan identified a more specific problem, in that the Heavy Bolter is, mechanically speaking, the best possible weapon for:

  • Killing lightly-armoured troops
  • Killing heavily-armoured trooops
  • Killing enormous resilient monsters

and is extremely good (though possibly not quite as good as a heavy flamer) for:

  • Killing hordes
  • Destroying civilian vehicles

and with some serious luck it's actually capable of taking out an actual tank.

A Heavy Bolter rolls 2d10+10 with Pen 6. Each d10 has a 1/10 chance of getting Righteous Fury. Let's assume (extremely conservatively) a 50% chance of confirming Righteous Fury, so a 1/20 chance per d10.

If you roll a single 10, you have a minimum of 27 against the target's Armour, enough to damage a light military vehicle like a bike or walker. You're more likely to have 31.5 as the average roll is 5.5. The Righteous Fury die will tend to increase this to 37, enough to damage a military transport vehicle.

If you manage to roll two 10s (either initially or via Righteous Fury) you have a very reasonable chance of getting the 45 needed to damage a tank.

After some nasty brute-force statistics (which I am willing to concede errors in as I can't really be bothered double-checking)... I reckon you have a 69% chance of damaging Armour 25, a 5% chance of damaging Armour 35, and a 0.36% chance of damaging Armour 45. That, of course, is per hit. A Heavy Bolter will cheerfully get five or six hits, and can get as many as ten. Two rounds of Heavy Bolter fire have about a 50% chance of damaging an armoured personnel carrier like the Rhino. Tanks are vastly, vastly less likely, but it gets complicated with these very low odds and I really can't be bothered calculating the odds allowing for multiple sets of Righteous Fury. Let's just say: it's possible.

The reason this is a problem is twofold. Firstly, it's contrary to canon, where the Heavy Bolter is a very good rapid-fire antipersonnel weapon that can also take out very light vehicles when necessary, but is ineffective against heavily-armoured targets and entirely useless against tanks. Secondly, because the weapon is handed out like a party favour and requires no effort whatsoever to obtain, and is one of the few weapons whose effectiveness not only increases with a good attack roll but does so linearly and does all this at extreme range, there is rarely any point taking any other weapon whatsoever in any circumstances. If this mechanic were to truly represent the in-game universe, the entire Adeptus Astartes should be walking around with Heavy Bolters out of sheer tactical pragmatism.

A possible solution

After some reflection, I am still inclined to think the solution is one I briefly outlined on Dan's blog: firmly embracing the canon. According to everything I have ever read on the subject, bolt shells work like this (nicked from a random online description):

The bolter fires self-propelled, armour-piercing, mass-reactive explosive missiles called bolts. They are constructed to detonate a split-second after penetration, to optimize damage.

A significant part of the damage from a bolt shell comes from detonation after penetrating the target's armour. If the shell does not penetrate the armour, there is no secondary damage from the explosion.

We run into a slight problem here, because Tabletop and RPG model things in substantially different ways despite largely sharing terminology. Thanks for that.

In tabletop, there is (depending on edition) a 1/3 or 2/3 chance that a heavy bolter shell will simply ping ineffectually off armour, even before the ability of Marines to simply shrug off damage comes into play. However, if the shell gets through Armour (with a failed armour save) and Toughness (with a successful wound roll), it will take out the Marine every time because they have only one Wound. So will any weapon.

In the RPG, it is literally impossible for a heavy bolter shell not to penetrate power armour. They have Penetration 6 and a minimum damage of 12, while power armour is at most 10, half the required amount to shrug off a bolt shell. Moreover, only a minimum roll against a hit location of Torso will fail to wound the average Marine (2d10+10 Pen 6 versus Armour 10 and Toughness 8) which is about a 0.1% chance. However, thanks to having 20-odd Wounds the Marine can survive a single full-strength hit from a heavy bolter, although two will almost certainly be fatal. On average each shell will inflict (11.5 + 10 Pen 6 - Armour 2 [8-6] - Toughness 8 =... ) 11.5 Wounds. Against a Terminator this would be 5.5 Wounds.

Whether we can implement a canonical version of bolt weapons depends substantially on how we're prepared to interpret Toughness. If Toughness represents the likelihood that a weapon will not cause injury, thanks to very tough tissue and so on, then we can reasonably argue that a bolt shell failing to overcome Toughness + Armour does not penetrate enough to explode effectively. If Toughness represents the target's resilience to pain or ability to endure damage, however, then we can't fairly argue that a bolt shell that has overcome Armour has not penetrated to a point where full damage from the detonation should be inflicted. Unfortunately, while this might just about be acceptable against mid-heavy infantry like the Space Marines, it's nonsensical against most heavier targets. Terminator armour is only Armour 14, still automatically penetrated by a heavy bolter shell; so is a Carnifex, the toughest Tyranid you're ever likely to encounter. Only the absolutely most armoured entities around - most of them semi-mechanical things - have Armour getting above 16.

But it's not impossible. My mechanical suggestion is that all bolt weapons have their damage split into two parts. Only the first half is inflicted automatically. If the initial damage overcomes Armour, the secondary damage is inflicted; otherwise it has no effect.

Implementing Mass Reactive Bolt Shells

With a heavy bolter, the combination of fixed bonus (+10), Penetration (6) and dice makes a very powerful combination, starting at 16 - more armour than virtually anything we'd encounter. Halving the damage seems the most logical step, but because of the weighty Pen 6 this still leaves us with 12 minimum penetration. If we were to accept the Toughness-as-defence model, then this isn't too bad. Space Marines have A+T of 16 and occasionally a little more; rolling 1d10+5 Pen 6 would leave us with about a 50% chance of a heavy bolter breaking through their defences to inflict additional damage (another 1d10+5). Sadly, even I am sceptical about that interpretation of Toughness for anything other than pure mechanical balance against heavy bolters.

So noting that Armour is typically 8 for a Space Marine, and only 14 for a frikkin' Terminator, we need the minimum damage + Pen for a heavy bolter to be less than 8 if we want this to be any damn use, and ideally for a 14 to be a rare and special thing. Exactly what kind of odds we're looking for depend on how closely we want to adhere to tabletop and which version of tabletop at that.

In the most recent version I played, the chance of a heavy bolter shell taking out a Space Marine are 1/3 (to fail Armour) * 2/3 (to inflict a Wound), giving 2/9. I don't think we should go any earlier than that for examples, and I haven't played any more recent version so I can't use those (and besides, frankly the chances of Space Marines getting any less resilient are slim to none). Bearing in mind that Wounds work differently, I think it's reasonable to work on the odds of a Space Marine running out of Wounds in Deathwatch as the comparator. Let's also note that a tabletop heavy bolter in that iteration fired three shots a round, of which two would hit on average. I believe that means the chance of taking out a Space Marine in any given round were 1-(chance of not taking out, to the power of number of attempts), which means 1-(7/9²) = 1-(49/81) = 1-0.6 = 0.4

The same iteration of the rules would have odds against a Terminator of 1/6 to fail armour and 2/3 to wound, giving 1/9. The chance for a heavy bolter to take one out is about 0.2 per round. In earlier, crunchier iterations, it was vastly less.

Against a Space Marine, I suspect a Deathwatch heavy bolter is also liable to inflict about two hits. Someone using a heavy bolter will likely be competent with it and have equipment or skills that increase their chance of success, meaning an average 50% roll will be a little way under their target number. It could be a lot under, but let's be conservative for now and assume one additional hit.

Working backwards, a Space Marine has about 20 Wounds, so we're looking for heavy bolters to have a 0.4 chance of taking out a Space Marine with two hits; or more broadly, for one bolt shell to inflict about 10 Wounds on average. At present, it inflicts about 15. Ideally, to fit with the canon, I would like there to be a slim chance of the shells glancing uselessly off power armour. I also want this system to be generalisable to other bolt weapons, such that a boltgun has a much larger chance of bouncing off harmlessly.

I get the feeling I probably shouldn't mess with the Pen. That means Damage is all we have to play with for now. I'll begin by maintaining the same overall damage, but that may not last.

First attempt

What if we cut things right down and have the initial damage be only 1d10 Pen 6? Under this scheme, there's a 1/10 chance of a heavy bolter shell glancing off a Marine. Otherwise, it'll go through and inflict the additional 1d10+10 from the explosion. There's also a 3/10 chance of wounding a Terminator. In both cases the additional damage will automatically overcome Toughness, but it's virtually impossible to take down a Marine in a single hit. The average damage will be 21.5 Pen 6.

Damage is (0.9 * (21.5 - 8 - [8-6] = 11.5)), which is 10.35 against a Marine.

Extra added bonus maths!

As noted below I forgot about variable armour, and had to go back, rather against my better judgement.

There's a 40% chance of hitting Torso armour, which is 10 rather than 8. I thought this was a measly difference to begin with, but it actually isn't. Against Armour 10, the shell has a far greater 3/10 chance of failing to penetrate and causes less damage overall.

Average damage to a Marine is therefore the weighted average of (0.9*11.5=10.35) and (0.7*9.5=6.65), giving (6.65*0.4)+(10.35*0.6) for a final average of 8.87.

Overall and accounting for Armour, average damage per hit is 10.35 8.87 against a Marine or 1.65 against a Terminator. This means that, pleasingly, it will take an average of two three hits to fell a Marine and twelve to fell a Terminator.

The heavy bolter remains more or less equally effective against the Marine, and anything less armoured (almost everything) but is now vastly less impressive against a more heavily armoured target.

In contrast, the heavy plasma gun would do an average of 18 damage to the Terminator and annihilate the Marine instantly, the lascannon would do vaporise both, and an assault cannon would finally be a better option for anti-Terminator operations.

Oh, and I should probably rule that the Tearing special rule is applied to the secondary damage, not the initial impact. Allowing a reroll on that would substantially boost the chances of penetrating armour - again, I can't be bothered to do the maths, but it would largely eliminate the chance of a Marine escaping injury from a shell.

That's surprisingly pleasing for a first attempt! What if we apply this principle to the humble bolter? The bolt pistol has identical damage, so we only need do this once.

Bolter

With the bolter (2d10+5 Pen 5), we'd be looking at 1d10 Pen 5 - almost the same. Well, again, if we assume most of the damage comes from the mass reactive charge (as we are repeatedly told by canon) then it makes sense the initial impact of the actual shell is only slightly more dangerous because it's a little bigger.

Here, we have a 1/5 chance of not penetrating power armour - actually, slightly less accounting for Armour 10 on torso, which is a 40% chance hit location... gah.

No, no, I can do this. If we hit non-Torso, there's a 4/5 chance of penetrating power armour, at which point we do an average of (16 Pen 5 vs. Armour 8 and Toughness 8 =...) 5 damage, so overall 4 average. If we hit Torso, there's only a 3/5 chance of penetrating and we do only 3 damage through A+T 18, so 1.8 average. So the final average damage is ((4*0.6) + (1.8 * 0.4) = 2.4 + 0.72 =...) 3.12 damage on a hit. I hope. Maybe? Oh, whatever. It's low, okay? It's low.

Currently, I note, the average damage is ((5*0.6) + (3*0.4)) = 4.2, so it's really not a huge difference. The maximum damage is unchanged. Worth noting, it is now possible to do zero damage to a Space Marine with a bolter, which was not previously the case, but given that this happens all the time in the vast array of Marines vs. Chaos Marines literature out there, this does not bother me one tiny jot. I also think that's far less of a problem mechanically than the opposite - things crossing the "possible to Wound" boundary. The difference between "invulnerable to this" and "1% chance of injury" is far more significant from a game management POV than the difference between "always injured by this" and "95% chance of injury".


Suggested bolt weapon fix

So here's a summary of the important bits from all that guff...

All bolt weapons gain the Mass Reactive quality.

Mass Reactive

Designed to detonate moments after impact, Mass Reactive shells must penetrate armour to achieve their full potential. Initial damage from a Mass Reactive weapon is 1d10, applying Penetration as normal. If the result is less than the target's Armour, the attack is deflected. Otherwise, determine the remaining damage and apply the total against Armour and Toughness as normal.

The Tearing property applies to secondary damage only. Righteous Fury applies to initial and secondary damage.

Example

Brother Genericus fires his bolter (2d10+5 Pen 5) at a Tyranid Warrior. His first hit rolls 1d10 initial damage and scores a 2. With the bolter's Penetration, this penetrates 7 Armour, against the Tyranid's 8, and spangs off its armour.

His second shot rolls 1d10 and scores a 7, piercing 12 points of Armour in total. The shell pierces the Tyranid's carapace and explodes, and the remaining 1d10+5 damage kicks in. With the Tearing property Genericus rolls an additional die and chooses the best; he rolls a 3 and a 1 and chooses the 3, giving 8, which is added to the initial roll. The final damage is 7+3+5=15 Pen 5 against the Tyranid's Armour 8 and Toughness 10. This does 2 Wounds.

A third shot rolls an initial 9 and easily penetrates. Genericus rolls 6 and 8 and chooses the 8 for a final damage of 22 Pen 5. Deducting 3 points for Armour and 10 for Toughness, the hit does 9 Wounds to the Tyranid.


I was expecting to expend more brainpower on this (but not more time, I spent several hours on this, which time I'm sure will be roundly appreciated by a vast horde of admiring oh who am I kidding...) and probably end inconclusively, but then my second idea kind of worked pretty much exactly how I wanted, so... yeah, bye.

Friday, 17 January 2014

Of Stones and Sleep, or, Why Designers Don't Like You Just Attacking Things

As I mentioned a few posts back, Arthur ran us through the Deathwatch scenario A Stony Sleep recently. I'm on some kind of Deathwatch-craze at the moment and feel the urge to write about it constantly. The adventure will almost certainly pop up as a podcast so I'm not going to run through it in enormous detail, but here's an observation or two.

Obviously, this post contains spoilers for both A Stony Sleep and The Price of Hubris, so y'know, imagine it's some kind of autohypnotic training you received of an ancient mission that just happens to closely correspond to the one your GM is about to run. Or look away.

Last chance.

No, really.

Mission structure

The mission followed the almost-inevitable structure for this kind of game. Beginning with a mystery, the Marines quickly follow a fairly obvious set of clues to the first and rather feeble set of enemies in need of the Emperor's wrath. This provided a clue leading to a tougher set of enemies, and their clue led to the third section of the adventure where you deal with serious alien threats and fight two sets of powerful enemies.

On the one hand, I worry that the weak-weak-moderate-strong encounter structure may become a bit jaded after a while, but it's the structure of just about every RPG scenario ever written so I may be overthinking it. There's also a genuine issue that having the toughest enemies at the start may well make everything else feel anticlimactic, and that having a weak encounter or two after the boss battle is likely to just feel tagged on.

The story

The actual story is something like this: an inquisitor has gone missing, and his old friend requests Astartes aid to help determine his fate. You quickly uncover (one way or the lethal other) a plot to assassinate her, which assures you that foul play is in evidence. The planet has two obvious issues, these being a cult who worship pre-human beings they expect to return and save them, and some underwater structures that the inquisitor was investigating. Chance of them not being linked? Zero. The inquisitor's disappearance seems to involve some mysterious Space Marines and a submarine stolen by the cultists.

One way or another, you end up storming the cult base where the submarine is moored, and find them armed with xenotech - specifically, terrifying Necron gauss weapons. The inquisitor is found incoherent and useless after prolonged torture. Retaking the submarine, you head down to the city, which is inevitably a Necron tomb-city apparently stirring from aeons of slumber. Inside you encounter the Marines, and learn they were part of a traitor techpriest's mission to steal strange technology from the tomb, waking the Necrons as they left to cover their tracks. The evidence suggests a strong connection to events on Aurum in The Price of Hubris. You must find a way to stop the machinery before the Necrons rise again, which turns out to mean "blow things up".

Demolition derby

Demolition is one of the things I find a little bit odd about the Deathwatch skill set. I mean, I can see it both ways to some extent, but it seems a little strange that elite soldiers charged with tackling the most dangerous foes facing humanity don't get any training at all in effectively blowing things up. I'd have thought that all that assaulting of strongpoints and so on would make it a sensible thing to cover, if not in basic training, certainly a bit later on. There's two sides to this being a good choice: being able to effectively bring down enemy structures or use geographical features against them; and knowing where not to go tossing krak grenades or lascannon fire around so you don't bring the whole damn place down on your heads.

Anyway! The scenario ends with you confronting a huge glowing crystal that's slowly rousing the Necron city from its slumber. The obvious thing to do is to destroy it. Admittedly I had a certain amount of concern that it would explode devastatingly and annihilate us all, which would be fairly likely in a 40K novel, but on balance I decided it was unlikely in a game. Also, even if a designer had included a screw-you like that on the assumption that obviously that would be stupid, I could be pretty confident Arthur wouldn't spring it on us without making it clear we were making a mistake.

The crystal is protected by a shimmering force field, and there are massive guns atop and below it that are obviously there to return fire if it's attacked. You're in a city full of Necrons on the verge of waking, totally isolated from any Imperial resources.

From a quick glance at the mission post-game and from what Arthur and Dan have said, the solution to the crystal problem is absolutely anything, providing it isn't just attacking.

As Dan mentioned recently, game designers (and sometimes GMs) are very keen on situations where just attacking doesn't work. I'm very torn about this.

From a design point of view, I can very much see the temptation to give things attack-immunity.* For one thing, it's easy in games for direct violence to become the omnisolution, especially because PCs are often a lot better at violence than at other things. Combine this with problems that can usually be solved with violence, and particularly with lack of consequences, and violence as first resort can be both the easiest option and the most efficient one. Enemies? Use violence. Recalcitrant prisoners? Use violence. Locked doors? Use violence. Suspicious NPCs? Use violence. This isn't particularly interesting and it reduces the value of other skills, as well as producing a very specific kind of PC. Providing attack immunity to an objective like this is one way to force players to get creative, and perhaps get them in the habit of taking a more varied approach.

Another point is that it's nice to have puzzles to solve sometimes, and I for one find it satisfying working out different ways to approach a problem. I'd have preferred working out a cunning way to deal with the Necron crystal rather than shooting it at long range with a heavy bolter, but there didn't seem to be many; more on this later. Targets immune to direct attack can tickle that itch even in a combat-heavy game. Not trivially, they can also defend puzzle-inclined players' interests against other players inclined to blast through problems with brute force. The puzzle-solver probably won't get much milage from a complex door mechanism with a really clever solution if someone else reaches for their disintegrate spell as soon as they find a door they can't open. Note that I'm not saying this isn't a valid playstyle, players like different things, and you might quite cheerfully solve one puzzle door and disintegrate another one. Indeed, sometimes using the disintegrate feels like the cleverest thing to do.

Thirdly, there can be obstacles that just don't feel like conventional attacks should work against them. This is a strong argument, when it's coming from a convincing basis, and when it's implemented properly. It can add to the immersion of a game and help reinforce elements of the setting.

Lastly, and weakestly, sometimes an element seems significant, such that just overcoming it with straightforward attack rolls would be an anticlimax and undermine the scenario. This is weakest because isn't really easy to predict what will feel significant to players and what will feel anticlimactic. Sometimes encountering the final obstacle and summarily defeating it makes you feel awesome. Sometimes the way previous events have gone mean the sense of significance just hasn't arisen, so the immunity doesn't feel justified. Sometimes, just as with NPC plot armour, a designer is just too much in love with their creation and has misjudged how players will relate to their obstacle.

The main problem I'd note is that all too often, the players aren't convinced by the immunity of the object, either because of insufficient build-up or inconsistent implementation. A secondary problem, but a very real one, is that sometimes the obstacle might be more or less convincing, but is nevertheless annoying. Less can be done about the second issue so I'm ignoring it.

Unfortunately, the mission here seemed to be an example of the former problem.

*I'm considering Attack Immunity as somewhat different from NPCs with Plot Armour, and from Plot Doors. The chief difference I'd highlight is that generally Plot Armour and Plot Locks make it impossible to deal with something until you achieve tangential objective X. (or impossible to do it at all), whereas Attack Immunity asks that you do something other than Y. There's a third related category, what you might call the Achilles Heel, which states that Only X Will Y.

If we imagine the adventure as a castle, then the Achilles Heel has the castle sealed for battle but leaves a side window open, Attack Immunity shuts the drawbridge and goes to sleep, and Plot Armour is a tourist agent behind a glass panel who won't tell you where the castle is until you buy her a sandwich.

Reverse the polarity of the krak missiles, battle-brother!

In the case of the Necron crystal, the guidance is that simply attacking it will not work, but any other reasonable plan will. One suggestion seemed to be planting krak missiles on a timer.

I'm not sure whether these occupied two different categories of strategy in the designer's mind, or whether it was a more arbitrary decision. I can certainly see the first one. Under "attack", they perhaps picture a hail of fire spattering off the crystal's crackling energy field; under "sabotage", they picture the missiles being carefully positioned for maximum effect against the crystal's structure, and perhaps even someone stepping carefully through the field to plant the charge. I can sort of get behind that. The problem is, not everyone has the same shared mental image. The richly detailed chamber and technological setup perhaps pictured by the designer has to be distilled into a handful of words, then filtered through the GM to the players, and getting everyone on the same page is very difficult. To a lot of people, both of these consist of weapons being discharged against a floating crystal, with an arbitrary split in their effectiveness based on how you detonate the missiles.

I'd also say that the setup presented felt to me quite discouraging of inventiveness. I am absolutely down with experimenting with a crystal surrounded by a force field. However, there were massive guns on top, and this is a pretty lethal setting, where survival relies on you not doing things that are patently stupid. Clearly, some interaction with the crystal would make them fire, but what? Shooting, probably. What about approaching too closely? I considered using handfuls of pebbles to investigate the field, to see whether it was more of a timed pulse (so pick your moment to strike) or a fixed field, or maybe even something that could be disrupted by a couple of Marines's efforts while the other one slipped through or took another action - but without any particular knowledge of Necron force fields, it seemed entirely possible that this would get me shot.

Oddly enough, I did actually come up with something very like the krak missiles plan, involving jump-packing up onto the crystal to lay charges, but by this point our pessimism had surfaced and we were worried the field itself might fry Nikolai. In retrospect, it's relatively unlikely that Arthur would have allowed that, but then again it's a dangerous setting with brutal rules and leaping into an alien force field is quite reckless.

As well as the immediate concern, ironically I think the time-pressure exerted by the plot actually discouraged creativity. We knew that the Necrons were about to wake up, and had to be stopped as soon as possible. There really wasn't time for too much faffing about, either in terms of wasting time, or causing trouble that would delay us. Moreover, as I noted above, Space Marines don't actually come with any demolition skills, and the entire Imperium is highly paranoid about technology, let alone vile alien technology: we were very short in the kind of training that might have helped us to find alternative approaches.

It felt, in short, less risky to find a safe firing angle and shoot the damn thing, than to stand around in the open pussyfooting our way around in an attempt to cleverly disable it. The chances of either approach activating the weapons didn't feel that different, and it was actually easier to protect ourselves while doing the shooting thing.

Ironically I suspect making the endpoint of the mission into a massive floating crystal in a power field undermined the idea of making it attack-proof, because something like that is a very obvious target. If the designers had given us a more diffuse and complicated environment to interact with, reduced the immediacy of the Necron threat, and perhaps hinted that blowing up the wrong things was likely to make things worse, they might have had a better chance of persuading us to interact differently with their problem.