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The last thread is 404ing rapidly and we've not even scratched the surface yet!

No war can be won without weapons and supplies. More important than even those however, are the men and women who wield them, whether for pay, for pride, or for a cause worth fighting, killing and dying for.

This thread is for the arsenal and for the soldier. Let's make it happen!
>>
So I understand that the typical soldiers' weapons are WWII-style battle rifles and submachines in this setting?
>>
Penal Unit 127 "Killers"
Characteristics: +3 strength, +3 agility, -3 Strength, +3 Ballistic Skill
Skills: Common Lore (Gallia), Deceive, Intimidate, Linguistics (Gallian Standard), Operate (Car), Operate (Tracked)
Potentials: Enemy (Regular Army), Peer (Underworld), Quick Draw, Resistance (Fear)
Aptitudes: Offense
CO: Stern
Unit Type: Hunter-Killer
Training Doctrine: Dark Reputations
Special Equipment Doctrine: Ragnite and Butter
Unit Drawback: The Few
Starting Kit:
>1x Tulip Heavy Armored Car
>4 Weeks Combat Rations
>Replace pistols with Carbines
>Viper-X machine pistol as sidearm
>binoculars
>Chronometer
>Good Quality Carbines (Thank you, black market connections)
>Additional Scarce Item (something questionably legal, possibly explosives?)

Unit History:This recently formed unit are exactly what they're called: Killers. They have been spared execution, for the crime of murder, so that they may have the chance to fight for their nation, and kill their enemies.

Traditions: Always slice off the left ear of a killed enemy. In this way, friend and foe alike can know just who it was that got these kills.

Commander: Joachim "Cyclops" Johnson, lost his left eye as a child when he was messing around with a fire arm.

Ever since then, he had a fascination with firearms; and when he found he could not become a legitimate arms dealer, he found work in the underworld for an arms smuggler. Day by day, week by week, month by month, he studied; he learned all the important people this dealer knew, ingratiated himself to them, and became absolutely indispensable.

Then, he killed the bastard he was working for, and took control.

In addition to selling illegal munitions, he was also in the habit of being in contact with a number of assassins, whom he was a supplier to.

Eventually, one of those assassins was caught, and spilled the beans about "Cyclops", and he was summarily arrested; along with most of his crew.

(Continued)
>>
>>25163036
Eventually, he was given the opportunity to avoid execution by joining a penal unit, which he agreed to; and because he was the only one with actual leadership qualities, he found himself as the commander, a position he was quite happy about.

Now his unit, the Killers, exist to hunt down and slaughter enemy combatants; and along the way, they perhaps acquire some goodies that wind up with one of his "friends", who are often able to help him get his hands on things that would otherwise be difficult to have.

He controls the Killers under his command with an iron fist, and nerves of steel. Those who can't handle the job wind up being executed in the field by the Cyclops himself.

The unit color is a brownish-red; the color of dried blood. Their iconography is a skull, with a sword and rifle crossed underneath it.
>>
>>25162990
It's close to WWII-era tech, but armor is actually functional and tanks are powered by phlebotinum. Also, magic is a thing.
>>
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Okay i will bring the stuff i have written from the other thread for reference and discussion.
Unfortunately due to the very advanced time wont be able to stay much longer.

Valkyria Shield


Valkyria Shield: Acts as Power field in Only War protection rating 80, no chance to overload
Can parry ranged weapons, cant parry blast but gets half damage if the shield fails.
>>
>>25162954
You forgot the document, mang.
https://docs.google.com/file/d/0B2JOyyHPMlkxcXUyMThqUHZGM2M/edit?usp=sharing
>>
>>25162990
Pretty much. For some reason proper LMG's are treated as being really rare in the first game, maybe the later games balanced that out a bit
>>
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>>25162954

Valkyria Lance:


Valkyria Lance:

Lance mod:
Class :Exotic, range 150 metres s/-/- 4d10+10e Pen 8 Special:Lance,Maximal,blast,reliable

Blaster mod:
Class :Exotic, range 100 metres s/3/6 2d10+10e Pen 8
Special:Lance,reliable

Melee Mod:
Class :Exotic, 2d10+10e Pen 8 Special:Lance,reliable,power field
>>
>>25163068
I read that as "phlebotomy" and was like "wait, tanks are powered by draining blood from somebody's veins?"
>>
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>>25162954


Ruhm machine gun.

Class :Exotic(valkyria) ,Heavy, range 150 metres s/3/10 1d10+3 Pen 2 Clip:50 Rld:Half Special:Reliable,Accurate,proven(3)
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>>25163178
>"wait, tanks are powered by draining blood from somebody's veins?"
I approve of this.
>>
>>25163193
1d10+3 seems anemic for a Heavy weapon. A basic 40K heavy stubber is 1d10+4, and the Ruhm should be beefier than that.
>>
>>25162920
I disagree. I think those values are pretty good, and it's not like armor won't be AP4+. 1d5 for pistols is pathetic. Especially the big ones in VC. Ranges are also good because these are not assault rifles.

Jinxed really needs to cost more since you have to re-roll for a PC the moment you hit high crits.
>>
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>>25162954

Rapier:

Class:Melee 1d10 damage pen:1 special:Balanced,Flexible,razor sharp
>>
>>25163193
I'd say the Ruhm is just plain exotic, you don't need to be a Valkyrur to heft that cannon
Shame really, I love me some MG34 action, I was hoping those MG's would be more common
>>
>>25161096

In VC2's defence I don't think it wasn't that slap dashed. If you're talking about the wierdo's in the class its because Class G is supposed to be the gutter trash of the school. If you think about people who get into the equivalent of ROTC then take the worst of the worst then yeah some real "what the fuck man" people will pop up.
(See literal weapon slut Siegbahn or Nichol and Franca whose relationship cannot possibly be healthy)

If you're talking about Avan and Cosette its more Avan being a supreme tard and Cosette trying to desperately hide the level of scarring she's got.

>>25163243
LMG's are vanishingly rare, but Vickers/Maxims are everywhere in the game, they're just called heavy gatlings
>>
>>25163230
Pistols are usually 1d10+2 or so in 40KRP. NOTHING smaller than a Heavy weapon should be 2d10, though. That's the same class of damage as Tau pulse rifles.

>>25163193
Does this mean that Valkyria gain Auto-Stabilized?
>>
For reference, I used "7.92x57mm" for the Gallian Rifle, which uses "7.92". For "7.62" I used 7.62x39mm. For "9mm" I used "9x19mm".

Carbine: -10 to shoot one-handed unless you have ST50. Can be used in Melee at -20BS.

Viper-E: Pistol, 35m, S/3/-, 1d10+3I, Pen 0, Clip 6, 1Full; Proven (5), 1.7kg
-8in bbl, 9mm

MAGS M1: Basic, 40m, S/3/6, 1d10+4I, Pen 0, Clip 20, 1Full; Proven (5), Carbine, 3.7kg
-10in bbl, 9mm

Gallian-1: Basic, 220m, S/3/-, 2d10+1I, Pen 3, Clip 5, 1Full; Proven (5), 4.9kg
-18in bbl, 7.92mm

I think these are accurate.

>>25163193
Do you understand how the system works? Accurate only works when you aim and fire in single shot. Giving that to any non-precision gun, let alone a LMG doesnt make sense.
>>
>>25163193
why exotic? it's just a heavy SP weapon.
>>
>>25163301
So what if Tau pulse rifles use 2d10? VC doesn't use pulse rifles so there's no reason to use that rationale. It's the same system, just one is scifi and the other is a less sucky WW2 game.
>>
>>25163339
Because Tau pulse rifles are in that category so they can threaten SPACE MARINES. Normal humans tend to be reduced to greasy stains by damage of that level. Unless you want your players to be burning Fate Points every single time they get shot, that has to be toned down.
>>
>>25163364

That said though theres no such thing as a space marine in the VC setting, well unless artificial Valks count.
>>
>>25163302
also there's too much proven running around there.
>>
>>25163380
That's exactly why I think it's excessive, yes.
>>
>>25163380
They count.
>>
>>25163227

As a matter of fact, heavy stubber is something like a browning 50cal .
Ruhm is something like mg-34 with 7.92*57 so a bit worse than browning 50cal.

But as you can see it is lot better in accuracy,can fire single shot ,has accurate ,relaible and proven(3)

>>25163230
Rifle is overtop.
If you want closer to 40k stats here is this.

Pistol: s/3/- 1d10+2 pen:o clip:10

SMG: s/3/6 1d10+2 pen:0 clip:30

Rifle: 125m 1d10+4 pen:2 Clip:10 Tearing

150m(450) is the range of longlas,100(300) lasgun it is fuck huge range i decreased it, pray i dont decrease it further
>>
>>25163364
Lasguns on overload can already hit around that raw damage, and that's not counting the talents for las weapons. Plus, this is a Clip 5 weapon that doesn't have Accurate.
>>
>>25163401
Huh, I thought the Ruhm was *much* heavier caliber than that. I stand corrected.

>>25163401
Yeah, this would be perfect.
>>
>>25163414
Lasguns on overload aren't nearly as dangerous, in practice.
>>
>>25163401
Stubbers are usually depicted as being .30's, being both strapped to tank roofs and being comfortably carried by Guardsmen
>>
>>25163302

You know nothing about how mg34 works right?
It has single shot mod, valkyria can use that to fuck your shit up badly.
I know my system i have played lots of OW games.

Your giving 2d10 to rifles shows you know little about how combat in OW works.
We dont want people to get fucked in a single round.We want peoplee to actually enjoy the game.

>>25163243
>>25163301
>>25163322

Sorry for being not clear guys, ruhm counts as exotic when used by valkyria as indicated .
But when it is used by normal people it coutns as heavy.
>>
>>25163431
1d10+5E Pen 2 is pretty deadly.

>>25163401
The Gallian-1 actually has 5 Clip. And again, what I stat'd didn't have Accurate.

Rolling 2d10 and taking the highest (Tearing) is 7.15. +4 is is 11.15. 2d10+1I is an average of 12.

It's a nerf, but you acted as if I made it some amazing OP weapon when what you stat'd is only slightly weaker.
>>
>>25163466
If you look at my math in
>>25163518

You're sticking to FFG design biases to think 2d10 is so fuckhuge compared to 1d10+4 Tearing.

Giving a MG Accurate essentially makes it a sniper rifle when fired on single shot, and I'm pretty sure a MG of the same caliber wont be as accurized as a rifle, generally speaking.
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>>25163434

Looks a bit more fuck huge than 30cal to me ,

Oh also, sorry i just checked ruhm.
It is Caliber: 7.62mm*51 same as 30cal i think.

If you guys think it is 30 as consensus,we can add+1 to it.
>>
>>25163518
It isn't fun to get hit with, but a hit or two isn't basically "spend fate points or be mega fucked".
>>
Part one of a bunch, this is my contribution to the pre made's, typing from phone so yeah. And feel free to criticize etc.

Gallian Army First Rifle Regiment.

Unit Origins: Gallian Army(2)
Commanding Officer: Exemplar(2)
Unit Type:Rifle Unit(2)
Training Doctrines: Fire and Maneuver(3), Sharpshooters(4)
Special Equipment Doctrine: Combat Engineers(3)
Unit Drawback: The Few(+5)
Total 16/(12+5)
>>
>>25163566
0.85 damage difference on average does not make one gun "not fun to be hit with" and "spend fate or be mega fucked"
>>
>>25163518
tearing might not be good for it. probably a low level proven(3 or 4) if you want it to be reliable. most tearing firearms are either bolters or frangible bullets.
>>
>>25163558
Remove the Tearing, making it just 1d10+4.
>>
>>25163558
Wasn't one of the worlds longest ranged sniper kills made with a Browning .50 cal back in the Vietnam war?
Because the Ruhm does fire a massive cartridge and is extremely rarre and precise
>>
>>25163561
Heavy Stubbers have been portrayed in a variety of sizes. There's an old miniature of someone holding it like it was an M60.
>>
>>25163588
It's much more than that in practice, though.
>>
>>25163615
>It's much more than that in practice, though.

Yeah? How? I just gave you math to show you it isn't.
>>
>>25163558
2d10 can deal 20 damage max, 1d10+4 tearing can deal 14 damage max.

There is a difference.

Also that iis ruhm, specialised weapon that is elegant design made for selvaria herself by master engineers.

If you want standart design here it is

Empire Light Mg:


Class :Exotic(valkyria) ,Heavy, range 150 metres s/3/10 1d10+3 Pen 2 Clip:50 Rld:Half Special:proven(2)
>>
>>25163606
That was owed more to the the skill of the user. A M2HB wouldn't have Accurate, but a Barrett would. One is made for sniping, the other isn't. A M2HB would be pretty accurate, sure. But it isn't made for precision. It's made for suppression and taking out small vehicles.
>>
>>25163634
Because dice rolls in the game usually don't follow such an easily predictable curve. One good roll on the double dice is sufficient to completely fuck you up, whereas the single die is devastating, but less commonly enough to force that Fate Point expenditure to not die.
>>
>>25163634
You aren't taking into account min and max damage though.

The damage range on 1d10+4 tearing is 5-14.

The damage range on 2d10+1 is 3-21.

The averages may be close, but 2d10+1 has significantly higher max damage.
>>
Gallian Militia Unit 77, "The Dirty Dozens"
Characteristics: +3 Fellowship, +3 Perception, +3 Strength, -3 Intelligence,
Skills: Common Lore (Gallia), Linguistics (Gallian Standard), Trade (Farming), Survival, Athletics
Potentials: Catfall, Resistance (Cold), Resistance (Heat), Resistance (Poison), Unremarkable, Resistance (Fear), Rapid Reload, Double Team
Commanding Officer: Exemplar
Unit Type: Rifle Unit
Training Doctrine: Close Order Drill
Special Equipment Doctrine: Camouflage (forest)
1 Gallian-4 battle rifle, four magazines (primary weapon)
1 Bayard 1875 revolver, two speedloaders (sidearm)
1 set of BD armour
2 B-type M1 frag grenades
2 B-type M3 AT grenades
1 forest camo netting
1 poor weather gear
1 rucksack
1 basic toolkit
1 mess kit and water canteen
1 one blanket and sleeping bag
1 ragnite torch
1 grooming kit
1 set of dogtags
1 cricket clicker
1 Gallian army field manual
2 weeks supply of combat rations
1 combat knife
1 medkit
>>
>>25163600
>>25163602

This guy>>25163650
here

Okay, i agree with the point of tearing can be a bit overpowered.
Proven is a better way to do this.
Galian Rifle-1: 125m 1d10+4 pen:2 Clip:5Special:Reliable,Proven(3)

How does it look now?

I compared the calibers of

Pistol 9mm (standart pistol)
mg round 7.62*51 (ruhm style)
Rifle round 7*92.54 (rifles)

Maybe we should lower the damage of rifles a bit?
>>
>>25163726
lower the damage of pistols, sorry for the mistake !
>>
>>25163241
Get rid of that flexible quality. Rapiers don't do that shit. Do you even fence?
>>
>>25163650
Nope, you're still wrong about 2d10 being outright superior.

1d10+4 Tearing has a 20% chance of dealing 14 damage. 2d10 has a 7% chance of 14 damage.

One gives you higher damage, the other gives you consistently better damage.
>>
>>25163707
Unit History: The Dirty Dozens name actually comes from the fact that the unit is comprised of farmers; however, there are those who say it's also because they don't shy away from rough and crappy work.

Traditions: The Dirty Dozens do not have any real traditions to speak of.

Commanding Officer: Erik Valbriter was just a humble potato farmer and member of the village guard when the call to arms came. With his country in danger, he rallied those whom he had trained with, and made sure they were good and ready to answer the call.

He is a very hands-on person, and while he is tough on his men, he is even tougher on himself.

Being particularly patriotic, he will absolutely do everything in his power to defend his country; even by himself, if need be.
>>
>>25163765
That doesn't matter. All it takes is one good roll on 2d10, which happens pretty damn often in my experience, and you're fucked far worse than a good roll on 1d10.
>>
>>25163726
the rifle looks very good. and it's good range means short range happens often. and it's got a pretty good punch. and probably can get special ammunition loads for extry rape.
>>
I think it's weird for a bunch of wet behind the ears officer candidates to be more expensive than soldiers with 2+ years of training and probably some veterans in the mix.

Jinxed is "PK in any fight". That's at least 10 points. I'd even go as far to make it 15. It's that bad. You need amazingly good equipment to make up for the fact you have no second or third chances.
>>
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You know, Lancers and Armor Techs/Fencers aren't all that different from space marines if you think about it.

A lancer can shrug off grenade blasts like mosquito bites, and take several shots to the face.
>>
>>25163670
For a long time, the longest sniper shot in the world was done with a M2HB with a scope, fired in a single shot. Now it's in 2nd or 3rd.
>>
>>25163885
hmm i think rt has rockethammers. time to find a wiki of VC to ogle weapons.
>>
>>25163836

Was talking about lower the damage of pistol and smg considering that the round is 9mm.
maybe just a single -1

I think rifle is a commie killing glorious this machine with cool stats now.

So the rifle is decided!
I will quickly add the stat of the Sniper Rifle here.

Sniper Rifle:
Basic: 200m s/-/- 1d10+4 pen:3 clip:Still 5 i believe? rld:half special: Accurate,Reliable,proven(3)

>>25163761
Sure!
>>
>>25163887
You're repeating yourself. Again, that has more to do with the operator than platform. Yes, .50BMG is big. But stock M2s (especially with their standard sights) are not made with accuracy in mind, a Barrett would be.
>>
>>25163885
Fencers always struck me as retardedly silly. Lancers push it for me, too.
>>
>>25163761
>>25163241

Correct stats for this shit.

Rapier: Melee 1d10-2 pen:1 special:balanced,fast
>>
>>25163952
>>25163885
should i be looking at VC 1, 2, or three weapons for stattery?

>>25164010
sniper rifle's good, i assume it's rarer due to accurising and manstopper/higher penetrative ammunition. so harder to get ressupplied and probably fluffed to be more maintenence. maybe have some sorta close combat functionality (can be used as clubs or with a bayonet as a spear at no penalty or something) for standard rifles so riflemen don't feel fucked over.
>>
>>25164010
I think the basic had a clip of 1, but that might've just been a game abstraction for bolt action
5 makes more sense
>>
>>25164038
true, but I don't consider either completely out of place for the setting either. If we can have magical warriors, mircale healing blue light, and fantasy -notGerman super engineering, why not have soldiers going into battle with giant shields and have dudes joust with tanks?

It's a game, so why not mess around a bit and have some fun, know what I mean?
>>
>>25164073
>>25164085

Cool cool !
Just used a small name to make sure this doesnt turn into a cluster of messages.

Now we currently made

Pistol
SMG
Rifle
Ruhmn
Empire LMG
ValkyriaLance
Valkyria Shield
(not sure about those last two yet, need to bring in the armor etc first.)

Lets make more stuff!
>>
>>25164103
>It's a game, so why not mess around a bit and have some fun, know what I mean

Your idea of fun for this setting isn't another ideas of fun. It spoils the pseudo-WW2 aspect of the setting.

Magic bullshit and Science! isn't at the level of "jousting with tanks just because" either.

Personally, I wouldnt allow them in my games.
>>
>>25164029
Actually, different anon. And yes, one can argue that. Then let's look at the sprinfield 1919, used as the main infantry rifle of the US during WWI. Put a scope on the thing, and it made a fantastic sniper rifle up into Vietnam. Obviously, without a scope you have almost no hope of hitting someone 4 kilometers out. However, the weapon possesses the capability to do so.
>>
>>25164103

No,sorry but most people dont want that. you can house rule stuff but we want alternative realistic ww1-2 setting.
When you think about it the only magical part was connected to ragnite.
I would prefer if it didnt go way past first games level.

Grenade: 2d10 x, blast(3) vegetable proof

Auxilary grenade launcher upgrade to smg and rifles.
Basic: 45m s/-/- damage pen as grenade clip-1 rld:full.

Flamer Upgrade: 15m s/-/- 1d10+4 pen2 rld:half clip:1 special:Flame,Spray
Uses flame canisters to reload.
>>
>>25164394
how are the flame canisters? like slot in and out things (like a magazine) or you gotta screw them in and whatnot (like a cannister with valves and seals)?
>>
>>25164394

Flamer Upgrade, Fog version.
A more lethal version of the FF, the FoG emits a toxic gas byproduct made during ragnite combustion for added damage. The unit's greater size reduced its ease of portability, and the enlarged muzzle meant a greater strain on the wielder when in use. While its ability to emit a large quantity of flame made it useful against trenches and bunkers, that also led to units armed with flamethrowers becoming more frequent targets. Named for the "Flames of Gehenna," its putrid fire made the passing of many a life a very painful endeavor.

Thinking of it giving -5 bs to the main gun and -5 agility extra weight considering that.

But in return you will get this baby.

20m s/-/- 1d10+5 pen3 rld:Full clip:2 special:Flame,spray

How does it look?
>>
>>25164339
Springfield 1903. And thus I crawl back to /k/.
>>
>>25164547
All this talk of .30 cals got me confused, thanks for the save.
>>
>>25164521

They are like normal clips. As stated tehre it takes half turn to put new one in .Pretty compact, the FoG version takes longer though, full action.
>>
Is OP still here?

>>25163301
I think they'd be okay if PCs had more wounds than standard OW. The rules give more minute variety. With two full-auto rifles that do 1d10+3, there's going to be little/no difference.
>>
>>25164571
Speaking of /k/, I just realized that with the level of firearms technology, odds are that we may have guns that actually USE clips this time around.
>>
>>25164708
I don't remember any of the canon guns using anything like a stripper clip.
>>
>>25164708

I believe all of them are using mags unfortunately.
If we find Suitable official artwork i would like to convert other weapons too.

Currently i am stuck at vehicles and lancers becouse i havent had many experience with vehicle combat in OW and heard that it is kinda bad and does not makes sense( like sniper rifles blowing tanks level thing)
>>
>>25164728
I think the bolt action rifles would, and the Gallian battle rifle might, it looks like its somewhere between a bolt action and a semi auto with a detachable mag
>>
>>25163095
In the first game, the later Shocktrooper weapons were basically portable LMGs, as was R... whatever Selvaria's rifle was.
>>
>>25164571
they look a little clunky. even rifle magazines are a full action. very few weapons have half action reloads.

the grand list of halfloading weapons are Bows, one specific kind of stub automatic pistol, the ow variant of the laspistol and the lascarbine, one pattern of grenade launcher(which i assume is like the blooper), and tau pulse weapons.

mainly because a half action becomes a free action with quick reload.
>>
>>25164821

Ah, yes i bought that thing myself too.

In that case,
Standart Flamer:Full round reload
Bulkier Flamer: 2 Full Round Reload.
>>
>>25164802
>portable LMGs

That's like a portable handgun.

>>25164821
I see no reason for why things have to be compatible with OW. People arent playing this so they can crossover Squad 7 with the 402nd Cadian regiment. I dont see why we should dogmatically cling to OW's standards, especially since FFG isn't renowned for their editing and balance.

>>25164394
This is a vaguely WW2 JRPG complete with magitech. Fencers and Lancers are canon. If you want a realistic WW2 game then you should look somewhere else.
>>
>>25164893
>That's like a portable handgun.
Did you see them in the game?
They even had the water cooling shroud on the barrel.
>>
>>25164893

Nha he has a point, it should take more considering it is a flame canister that you really really want to make sure it fits perfectly.
And with the regualr bonuses etc the time will get short enough.
Also bulky one can fire 2 times before running out.
Classy.

I really really want to add Anti tank grenades to this game, AT grenade launchers too(range will decrease)
And Demo Charges.Not as strong as OW charges but something like satchel.
You cant have a fun game without explosions :D

They make sense but werent included in the game, your thoguhts guys?
>>
>Statting Valkyria Chronicles weapons
>Not including the Fencer swords and Mauler picks
>Or their shields

It's easy.
Zweihander: 2d10 R Pen 0 Unbalanced 7kg
Anti-tank Pick: 3d10+2 X Pen 4 Special: Deals half damage to living targets. 5kg.
Fencer Shield: Adds 4 AP to equipped arm and body locations. Counts double vs. impact damage. 7kg
Mauler Shield: Adds 4 AP to equipped arm and body locations. Counts double vs. explosive damage. 5.5kg
>>
>>25165035
My point was that "OW compatibility" shouldn't be something to consider.

Gameplay and it playing/feeling like a Valkyria Chronicles game should be the priorities.
>>
>>25165035
Forgot the name,

Also adding a Heavy Machine Gun that is used in vehicles, squads and emplacements would be a very reasonalbe thing, considering it is a actual thing that existed in the game.

Stats should be close to LMG, but with probably more rounds ,+1 damage and +1 pen.


Empire Light Mg:

Class :Heavy, range 150 metres s/3/10 1d10+3 Pen:2 Clip:50 Rld:Half Special:proven(2)

Empire Heavy Machine Gun:
Class: Heavy,range 150 metres s/3/12 1d10+4 pen:3 Clip:100 Rld:Full Special:Proven(3),Storm

(hehe amerikanishe dogs will cry when they see this)
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>>25164925
Light machine guns are by nature meant to be portable. They wouldnt be a light machine gun otherwise.
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>>25165123
i want this to be able to take a company from here and have it face the horrors of the galaxy and vice versa. that's my goal here. i'll offer balance advice and whatnot but that's my ulterior motive. if you're gonna use only war in the first place, might as well have it able to crossover.
>>
Old thread archived on suptg here:
http://suptg.thisisnotatrueending.com/archive/25145621/

Can link it (and probably this one) in the next OP. Think it's been mistakenly mis-tagged as "Valkyrian" Chronicles (rather than Valkyria), but a search should probably get it.
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>>25165297
Good good,But this one has actually more usefull info crammed in it, archive this.!
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>>25164893

I think Only War compatibility would help though.

Having values that aren't wildly outsize is just easier, and allows GMs to re-skin other Fantasy Flight supplements with a Valkyria theme without having to re-jigger a whole bunch of numbers.

Also, didn't the OP of the other thread say he was also working on weapons?
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>>25165185
yeah, no. Fuck that. I don't think this RPG should have restrictions placed on it so it's compatible with vanilla OW. AdEva, Halo etc wouldnt be what they are if you were part of their dev teams.
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>>25165185
>f you're gonna use only war in the first place, might as well have it able to crossover.

There's nothing about using the 40K RPG engine that should force the dev to making it compatible.

I don't want a reskin of OW. I want a d100 Valkyria Chronicles RPG. I, and many people who will look for a VC RPG have no interest in crossovering it.
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>>25165317

I'll submit an archive request a little later, when there's a little more.

By the way, an index of currently created custom unit submissions (to avoid overlap, organized by whether they're a militia division, Marines, or regular army - note this isn't by origin selected but by their background):

Regular Army:
1st Battalion "House Gassenarl's Heavy Horse"
House Everhart's Panzergrenadiers
1st Rifle Regiment


Militia:
Squad 11 "Fists of Fouzen"
Squad 13 "National Arsenal Evaluation Unit a.k.a. Unlucky Thirteens"
Penal Unit #127 "The Killers"
Squad 77 "Dirty Dozens"

Marines:
Gallian South Sea Detachment "Fester's Fallstaff"


Other:
Mercenary Company "Demons of Randgriz" (from Valkyrian Mercs Quest)

I suggest we may want to standardize the nomenclature and order of battle to keep things consistent. The other thing is that in Only War, the stat bonuses generally pertains to the entire *regiment*, not just individual platoons.

But since Gallia is not galaxy-sized, I imagine scaling down the customization to individual battalions or even squads/platoons is fine.

As for organizational structure, we have a few clues but the games never really go into detail about army structure. We know Gallian Militia Squads correspond roughly to WWII and modern platoons, but above that things are fuzzy.

I would suggest for simplicity just using modern organization, and go from Squad/Platoon > Company > Battalion > Regiment.
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>>25165336

Well yeah, but giant robots doesn't map very well to Dark Heresy. Valkyria and Only War share a lot of similarities to begin with, considering both armies fight like a WWII army.
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>>25165507
>Squad/Platoon > Company > Battalion > Regiment.

The other idea is if Valkyria is actually using "Squad" correctly to just refer to the main characters (which would be small enough to be a squad). But usually, "Squad 7" refers to your entire batch of recruits, which is around 20-30 - typical platoon size.

For those unfamiliar with the terms, it's usually

Fireteam (4 men)
Squad (8-12 men)
Platoon (20-60ish)
Company (80-200ish)
Battalion (300-1200ish)
Regiment (3,000 - 5,000)

The names and numbers vary between country, but most modern militaries look something like this.
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>>25165536
OW compatibility fag thinks it should be made in mind with being compatible with OW because he wants his crossovers. That's the problem. This needs to be a VC RPG using the base system.

OW, like the 40K RPG system in general, or WHFRP, are meant to reflect their wargames mechanics to some extent. VC should do the same.

I'm not saying it should be made incompatible just because. But if there's a choice between reflecting Valkyria Chronicle game mechanics/fluff, and OW mechanics, the dev should go with the first.
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>>25163561

I'd strongly caution against trying to stat up weapons by caliber. It's tempting and sounds reasonable, but different guns exhibit different ballistics even when shooting the same calibre. Ballistics is a really complex interplay between a lot of factors and calibre is by no means the most important indicator.

The same caliber fired from a short barrel or a long barrel weapon has tremendous differences in performance, not just in range but the sort of wounds created.
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>>25165652
the thing is, none of the changes have been radical enough to warrant it's own system. I've looked at halo and vorked felt the conventions of DH were too restrictive for him so he REWROTE THE WHOLE SYSTEM. that's cool. that's fine. same with adeva, i respect them, they did what they wanted and effectively wrote a whole new system over the base. i hate to say this, but this is not much more than a really good reskin of the OW system. and while it remains such, i push for compatability. that and i like crossovers.
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>>25165768
Nope, fuck you. Do the work on your own end.
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>>25165768

I'm in agreement here; keep it a thin reskin, and that appears to be the case with the rules rework proposed in the last thread. Otherwise we might as well throw out everything and start a system from scratch.
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>>25163095

Later games add in a proper LMG classed-trooper. But again, as in the previous thread, I'd suggest not sticking too closely with the games, but working from the general premises of the setting and using a more nuanced take. Just because we don't see artillery units a lot in the games doesn't mean artillery doesn't exist - it's all convention to facilitiate the video game.
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>>25165848
If you don't have to change something, don't, but don't do it just for the sake of "compatibility". That is extremely gay. Only change something if it is different enough from what is currently there to warrant it.

It's just basic reskinning rules.
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>>25165917
this.

All we've seen is a unit creation system anyway. It's much easier for OWfag to make a reskin on his own than to make a true VC RPG. Holding to the dogma of "B-BUT THAT ISNT HOW ONLY WAR DOES IT! VALKYRIANS ARE SO MUCH BETTER THAN PSYKERS PLZ NERF" will just squalor the potential.
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>>25165962
>>25165917
i just use the general system conventions to help eyeball shit. find something similar and then port or skin it. if you want to make me aout to be a BOO HOO IT'S DIFFERENT fag, then do so, but i havn't done anything like want you to nerf valkyrians or whatever. all i've done is say that tearing shouldn't be on the rifle, flexible shouldn't be on a rapier, and a half-action reload for a flamer attachment is kinda redicufast.
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>>25166026
And I'm generally with you, those are very powerful. There are different ways to evoke those same things.
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This is my idea for a non-Gallian campaign unit, which I hope doesn't go against the spirit of the game. It breaks the rule on multiple flaws and starts out well-equipped and with decent abilities, but when things go to shit they REALLY go to shit.

16 Company (The Lost And Damned), 72nd Infantry Regiment, XII Corps, Second Army of the Aegean Republic

Origins: Juvenile Conscripts
Commanding Officer: Glory Hound
Unit Type: Guerilla Unit
Doctrines: Close and Engage, Survivalists (Desert), Camouflage (Desert)
Drawback: Poorly Provisioned, The Few
Total Cost: 19 points

Characteristic Modifiers: +3 Perception, -3 Fellowship, +3 Weapon Skill, +3 Agility.
Starting Aptitudes: Agility
Starting Skills: Common Lore (Aegea), Linguistics (Federation Standard), Deceive, Intimidate, Stealth
Starting Potentials: Lightning Reflexes, Unarmed Warrior, Enemy (Regular Army), Dodge, Ambush, Swift Attack

1 Suhl-80 pump-action shotgun (Compact) with two magazines
1 Bayard 1875 revolver with one speedloader
1 Combat knife (Sharpened)
2 B-Type M1 frag grenades
2 B-Type M2 smoke grenades
2 X-Type flash grenades
1 Camo Netting (Desert)

Battledress uniform
Poor weather gear
BD combat vest
Assault pack
Basic toolkit
Mess kit and water canteen
Blanket and sleeping bag
Ragnite torch
Grooming kit
Set of dogtags
Gallian Army Field Manual
Combat rations, one week's supply
Chronometer
Binoculars
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>>25166139
Unit History: "The Lost And Damned" was first formed as 16 Company of the 72nd Infantry Regiment, populated by formerly incarcerated teenage delinquents. When diplomatic breakdown between the Aegean Republic and Imperial Alliance led to border skirmishes, the 72nd was ordered to occupy the ragnite mine near Bursa as a deterrent force. A battle occurred when Imperial expeditionary forces attempted to capture the mine, leading to the death of Captain Affan, CO of 16 Company. Rallying the troops, young Abdul Effendi led a reckless counterattack into uninhabited Imperial territory that resulted in the unit losing their way. Hopelessly stranded behind enemy lines, The Lost navigate the Imperial's southern regions ransacking settlements, attacking outposts and avoiding the dreaded Wüste Korps of the Imperial Army.

Traditions: Many of the traditions of 16 Company are carry-overs from the gangs that ruled the detention centers of the unit's founding. As such, traditions tend to vary wildly between the close-knit platoons.

Commanding Officer: Abdul "Captain" Effendi is the self-proclaimed leader of 16 Company, having assumed command immediately following the tragic death of the original CO, Captain Affan. Inexperienced and lacking a real commission, he often attempts to conceal his shortcomings through shortsighted bravado. Blissfully unaware of the recent ceasefire signed between the Imperial Alliance and Aegean Republic, he compels his disheveled band of misfits to strike further into Imperial territory with delusions of inevitable reward.
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Jinxed really needs to be more expensive. Taking that is "Hell Difficulty" even if the drawback was 10-15 points. It's Ironman made. -5 crit on a head? Roll a new PC
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>>25166200
Benefits:
+10 bonus to all Logistics Tests made to procure illegal or contraband items or weapons.
+10 bonus to Ballistic Skill Tests made at Point-Blank Range.
+2 starting Wounds.

Detriments:
Members of this unit receive half the usual number of magazines or ammunition for their Main Weapons and half the number of rations that their unit would normally provide.
All members suffer a -10 penalty on all Logistics Tests to acquire fuel, ammunition, and spare parts for any vehicles in the unit.
Whenever a piece of equipment is successfully acquired with a Logistics Test, the GM rolls a 1d10; on a result of 4 or lower, the equipment that is received is of Poor Quality, regardless of what its quality would have otherwise been.
When a squad from this unit reinforces their numbers, it must make a Hard (-20) Logistics Test. If it fails, the manpower to reinforce the squad doesn’t exist, with the squad in question having no choice except to continue until another squad loses too many members to operate independently.
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>>25166026
Dont shift the goalposts. You said this should be made in mind with it being compatible with vanilla OW so you can have your fucking crossovers. Frankly, you have everything you need. You can do weapons on your own. Please dont hold everyone else back with having to replicate OW in everything but name.
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OP here (should I get a name? haha, I am entirely new at this thread-starting business), and I just woke up, and am extremely happy that this is still a thing. You guys are awesome.

Statting up the small arms and heavy-caliber armaments is something I'm taking VERY seriously. Weirdly statted weapons can ruin the fun out of any game. For small arms, I am thinking I will mostly stick to a 1d10 base while increasing/decreasing damage constants (a Gallian-4 battle rifle might be 1d10+4, while a Viper-E pistol could be 1d10+2). The distinctions will mostly come from other factors like range, ROF, reload time, weight, and Special Qualities, so as to bring out the battlefield roles of the weapons more (battle rifles will have long range, but unwieldy in Point-Blank Range, for example, while submachineguns might have a Quality or special rule that gives them something like a +10 to BS on Point-Blank Range). 2d10 weapons should be treated as very, very dangerous. Good rolls on a 2d10 roll can kill a VC character pretty easy (since I'm probably using the same Wound generation as in ONLY WAR).

Statting things by caliber is interesting, and I'll give it some thought, but I'll admit that right now I'm primarily interested in it for modelling compatibility (so that an out-of-supply squad can't just pick up Imperial battle rifles and slapping rounds into their Gallian-4 mags). I'll be thinking about this.

(cont...)
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continued from >>25166250

Someone else mentioned crit tables needing to change, which is a good point. While ONLY WAR crit tables are hilarious in their brutality, they should and will be handled differently (especially in a world where, if following ONLY WAR crit tables, there would largely only be Impact and Explosive deaths, with a smattering of Energy). This goes part and parcel with my thinking on weapons and how lethal I want this game to be (I don't think exploding heads and bullets ripping out limbs is really the domain of this particular role-playing game, partly due to concerns of tone, as well the fact that, seriously dude, a rifle bullet ripping out an arm or cmaking a head explode like a ripe fruit just isn't gonna happen). You can be sure that I am thinking of this of ways on how to handle this while remaining on a proper level of lethality.
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>>25166241
Sounds good, by point blank range do you mean the actual point blank rangeband of 2-3m or in melee? or a generalised "close" zone? once you get there it's really easy to hit something. but if someone gets you in melee you can't bring a basic weapon to bear for shooting.

Or have you already gotten rule rewrite ideas?
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As for the dudes talking about the Gallian Armed Forces' military organization, I do go a bit into it in the document (but not too long, because such things are kinda boring to normal dudes). This is about to get real milgeek so dudes who are not into this sort of thing can tune this shit out (I don't blame you).

Basically, I made it based on small units (companies and platoons) to reflect the fact that Gallia's population is small, and they need to do more with less. To that end, it's companies and platoons, not regiments and/or divisions, that are the basic independent military unit. Supply and re-arming works on that level (which of course complicates the job of the Arsenal and Commissariat), and small units are encouraged to show their own initiative and conduct battle with an operational-level mindset (instead of a tactical-level mindset like most platoons operate). This means Lt.'s and other junior officers are thinking not only of their own unit, but showing awareness of the mission profiles and time tables of other units and outfits with whom their AO might conceivably overlap with. Units joining each other in ad-hoc kampfgruppe/battle groups to perform specific missions isn't uncommon.

Regiments are largely an administrative unit, from whom strategic level commands from Gallian High Command are passed down to the units under their wing (who are then free to interpret it in an operational level). They are also a way to instill esprit-de-corps (since everyone fighting under the 3rd Regiment will have their regimental colours). The gist of all this is that, while in actual WW2 (and probably in the Empire), Colonels and Maj. Generals were running the show as far as managing a flexible, independent combat unit, the Gallians transfer that same expectation and responsibility to the Lieutenants, Captains, and other junior officers.
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>>25166250
I'm not saying you should use the exact numbers. But if you look at:

https://docs.google.com/folder/d/0B3M7ubQlXnj0dEFIZVc2azVzSWs/edit?pli=1&docId=0AnM7ubQlXnj0dFRmYkxwcDVDWVJMZVVuNXgwbmxveEE

You have calibers. And the barrel length of A of the weapon with caliber 1 will determine any extra/less range, damage and pen.

Really though, I like there being variance, but the easiest way to bring it out is with special qualities.

I'd also look at how that guy did primitive weapons. Bows and melee isn't complete ass.

What do you think of making Fate Points separate from Lives? So you burn Life when you reach crit instead of Fate. Meaning you're still as useful as burning fate, just with one less life.

And, yeah. OW is lethal. Not hyper-lethal, but all the maiming that happens is okay since Guardsmen can just get a cybernetic limb to replace their blown-off arm.

Get a trip, by the way.
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>>25166582

You will also notice that I didn't include a battalion organization level. This was intentional. If we're going by Gallian method of command, another level between independent platoons and companies, and the regiment that administrates and hands strategic-level orders to them, would have unnecessarily complicated the command structure (as well as being unnecessarily complicating the life of the players playing the game).
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Why are there so many VC threads lately

They serve only to remind me how much 2 blowed and how 3 is never getting translated

HA HA

I'LL DO IT
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>>25166582
IMO, instead of Armies, Gallians would have Brigades or Regiments in total war. For example, in WW2? The US Army had 16 million soldiers, or 160 Armies, or 16 Theaters. That is the scale the Imperial Army should operate that.

I don't think I'm getting my point across.

What I mean is that the largest unit size should be a brigade/regiment for Gallians, while the Empire has Armies/Corps.

It sounds like that's what you're going for, though?

Personally, I don't like that wet-behind-the-ear officer candidates are 'better' and more expensive than armymen, who have a few years of training and have veterans amongst their ranks.

Jinxed is way too cheap. Because of the swinginess in 40K RPG, you need fate points to counteract that, and burning fate lets you survive a few battles at the very least. Jinxed means you can die in your first fight, so you need very good equipment and have to fight very conservatively.
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I converted some abilities from VC. Maybe you could go with a similar system AdEva has? The drawbacks/assets thing.

http://pastebin.com/VB18WXU1
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I always figured Fencers were feasible in Europa because solve-everything-Ragnite allows them to create far stronger alloys that can make for giant shields that are basically bulletproof while still being carried by a 17 year old girl with gender dysmorphia and swords that can actually cut through tank armor.
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>>25167226
It doesn't, though. You're following the logic of real robots.

"Mobile suits are better than everything else because of minovsky, AMBAC, beam weapons and other technology" Except that could be applied to tanks.

Just like that, that solve-everything alloy can be applied to ammo for guns and especially vehicle armor. Shields are dumb because gunmen would just switch to rifles that reliably pierce them, making them moot. That's why soldiers don't shoot each other with guns made to hunt squirrels.
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>>25167226
Thing is, aren't Fencers an anti-infantry unit, not anti-armor (which are Lancers)?
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>>25167305

Well, if you want to treat the setting "seriously", you've got to think about it from the other way around. SOMETHING makes it feasible, because factually it happens. It likely wouldn't have if it wasn't. So it's less "is it feasible?" and more like "why is it?".
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>>25167305
Who cares about that? If there are people who can beat up tanks, why not? It's a thing they can do, apparently.
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>>25167305
Was that a snarky reference to how 5.56mm NATO is ultimately descended from a varminting cartridge?
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>>25167305
Slight nitpick: Applying AMBAC to tanks would GIVE you something like a mobile suit, because AMBAC requires limbs. Rest of your points are fine.
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>>25167305
Just make up a bullshit excuse as to why it doesn't work on tanks, and double say that it doesn't work on tanks.

Done. Was that so hard?
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>>25167334
But you can't treat them seriously. They completely break SOD in my eyes if you run an otherwise 'realistic' game.

So you either keep them out and run your WW2 magitech sim or you include them and not think about it.

>>25167337
I don't care about it. It's more he's trying to think up an explanation that doesn't make sense.

I have nothing against Fencers. They're not realistic and this is based off a JRPG ultimately. However, you're free to run a realistic campaign. I just dont think "realistic" fits with Fencers though.

>>25167341
A bit. .22lr is borderline less-than-lethal though. If we used rounds like that for our small arms, melee would certainly be more viable.
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>>25167305
It works if the VC timeline is different from ours.
What if they have this technology for a similar reason that Warmachine has their technology - Because the semi-magical Ragnite, in this case, is propping up technology that they haven't actually "earned" yet?
Rifles and guns seem like BB guns because they still haven't actually mastered gunpowder and explosive technologies; However, they are able to make very sophisticated mechanisms and engine-like systems due to the way that Ragnite works. So, they have tanks, but they don't have gas engines. Their bullets are based on technology noone cares about, but their metallurgical skills are extremely advanced because Ragnite is like a shortcut to the extreme temperatures and odd materials that we would make things like titanium out of.
Things like Fencers and Maulers work because they can actually make, say, monofilament or reliable explosive hammers that can literally turn a tank to scrap in 1-2 swings, while at the same time their guns and rifle technology is still lagging behind, due to coal/gasoline/gunpowder being considered unnecessary and even pointless developments at the national level.
It's worth a thought, at least.
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>>25167416
That some pretty heavy handed waving you got there. None of those really make sense under scrutiny so it's just best not to think about it, since VC was never going for realism.
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>>25167494
Nothing makes sense under scrutiny even real history
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>>25167517
I've heard it said that the story of the expansion of the United States wouldn't pass muster by the standards of more hardcore alternate history buffs.
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>>25167539
Pretty much.
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>>25167494

I could take the "their firearm technology is actually shit" thing. It could explain why Shocktroopers can get hit in the head with like a burst of machinegun fire and not even flinch.

Due to Ragnite, Europa only ever developed nerf guns.
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>>25167517
Relativism isn't really an argument.

>>25167416
>>Rifles and guns seem like BB guns because they still haven't actually mastered gunpowder and explosive technologies

So, the rifles are somehow mechanically more advanced and shoot rounds as large as WW2 rifles but they're less effective than a musket even when you take account the size of the bullet?

>>Their bullets are based on technology noone cares about.
Really? This is as effective as no explanation. "This is retarded because the people are retarded." Actually, double retarded because a war is going on and firearms are the standard weapon.

>>Things like Fencers and Maulers work because they can actually make, say, monofilament or reliable explosive hammers that can literally turn a tank to scrap in 1-2 swings

And none of this, because people "don't care about bullets", can be applied to vehicle armor or firearms.

Fencers wouldn't exist in a serious WW2 setting because they're not a serious thing, and even if you did use asspulls to make them work, people would just make firearms that can reliably kill them. Or apply that armor to standard infantry, even. Or bayonets over swords, since a spear is a lot simpler to train.
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>>25167761
Relativism is an argument when only people who sit and try to engineer settings give two shits. Look, they got the super shiny magic rocks and semi-divine aryans. The super shiny magic rock has whatever properties we want it to.
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>>25167838
You don't really get what I'm arguing at all. It's not "this isn't realistic". It's "this guy's attempt at making something unrealistic to be realistic doesn't work".

Having "it's magic" or no explanation is better than trying to make up something that doesn't make sense with shaky arguments.

>>I don't care about it. It's more he's trying to think up an explanation that doesn't make sense.

>>I have nothing against Fencers. They're not realistic and this is based off a JRPG ultimately. However, you're free to run a realistic campaign. I just dont think "realistic" fits with Fencers though.
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>>25167912
It really doesn't merit argument at all, since this is something people talk about at their goddamn table worry about. There is no gain at all to be had in arguing about someone's faulty reasoning for their own games.
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>>25167539
>I've heard it said that the story of the expansion of the United States wouldn't pass muster by the standards of more hardcore alternate history buffs.

What.
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>>25168099
Just accept it for now and move on. This thread don't need that shit.
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>>25166598

I will be sure to look at this. Weird that someone took ONLY WAR to make a Nasuverse RPG, but his armory definitely looks like something I should check out.

As for Fate, I'm not really a fan of separating it into Fate and Lives, but again, it is an option. I'll probably look into how affecting how many Fate Points you gain at character creation can change the game balance first.

Also, dudes arguing about the realism of having military weapons, let's not pussyfoot around: the real reason why there are swords and hammers in a faux WW2 setting is because it looks cool. I happen to agree with SEGA on this score.

The reality of it is that in my system, melee troops are useful once they are sheperded and leap frog from cover to cover, they can exploit the final stages of an assault by charging across a short distance to close and engage the enemy. In other words, they will still have to work to get up close for an assault. Not a lot of charging across open ground will be happening here (though Fencers will probably get some kind of better armor, or at least some other way to protect themselves, but not reliably enough for them to run 50m pell-mell across a field with three machineguns pointing in his direction and him just ignoring it. We're not dealing with Space Marines here.

Look, in the end I can handwave some explanation as to why the armour/shield can withstand 2-3 hits of small arms fire (probably based on ragnite), but the truth is, I'm not really giving it that much thought. Literally no one gives a shit once you're on the table. Oh sure, they'll probably observe once that this is unrealistic (realism wasn't my goal anyway. Verisimilitude, the assumption of reality, is), but they'll play anyway and not mind it and move on. It'll remain just a funny little joke, nothing more. The hope is that the system is strong enough, and I evoke the themes enough, that this whole realism business becomes a non-issue.
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>>25168195
Some more Charging Talents could help melee guys, if you ever get around to it. Charging is THE way that melee guys put the pressure on ranged guys. Just so long as they can break through Overwatch.
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>>25168195
You might consider just re-balancing how deadly the game is. Only War is deadly because there are a plethora of ways to die, and everyone else probably has a bigger gun than you - Or, you need to worry about that bigger gun on the hill. If your armor gets pen'd, you are probably toast.
What weapons in VC actually have that kind of destructive power? There's no melta, no plasma, the miniguns are pretty bad on overwatch but not so much that you can't just run past them quickly... oh, and there are effectively no pesky superhuman threats who will just punch you into meat paste.
If every character starts with at least 4 armor and 30 toughness, on average, and rifles do 1d10-ish... it'll take a lot to kill a dude. Very VC. And the thing is, there are few weapons that warrant having the AP needed to totally ignore armor - Rockets, sniper rifles, maybe grenades, and then the melee weapons.
It's totally possible to re-balance Only War to be far less deadly, and then the Fate Point thing isn't a problem. Especially since there's literal healing fairy dust around to keep people alive - The good Medics could actually revive people on the battlefield who've been KO'd.
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>>25168099
"Wait, so you're saying these guys defeated one of the greatest European powers of the era, formed their own country, and then took over--were HANDED, really--enough of the interior of the North American continent to make a nation that spans from coast to coast in less than 200 years? What the fuck is that shit?! France and Spain wouldn't have turned their shit over to these 'Americans' like that!"
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>>25168381
More like less than 120, since the frontier was closed in 1890 IIRC
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>>25168552
The point is though, things have happened in real life history that are strange enough that hardcore althistory autists would be crying Alien Space Bats about if they'd been wrote about instead of actually happened.
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Damn.. Even after my shift, you guys are still going strong? /tg/ I love you.

OP, you really ought to tripfag if you are making a homebrew. Makes it easier for us to figure out who you are.

The only idea I got to bring in is that you can sorta use the cohesion points from Deathwatch as Command Points that fuels Squad Orders. Which are stuff like Awaken Potential and so on.
And that as a reaction, the commanding officer (The player playing the highest rank or something) can give an Order and thus a bonus, to any player.

Then again, the order system from Only War and Hammer of the Emprah seems solid enough, but I don't think it quite capture the feel of Command Points as a limited resource like Deathwatch did it.
>>
>>25168693
IRL I'm sure it'd make sense, and the more hardcore ones are probably well read on history

>>25168731
>>OP, you really ought to tripfag if you are making a homebrew. Makes it easier for us to figure out who you are.

This. OP, this is exactly the kind of situation (being a project leader) when you're allowed to, even encouraged to use a tripcode.
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I'm going to post a few more pictures before I gotta go to bed. It is 9 in the morning and it has been a long night for me.
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>>25168841

There should really be a "valkyrian bust" talent. It seems to be something most post-pubescent valkyries have (even if Selvaria's is particularly impressive).

Bonus armor from the front? (RAGNITE ENRICHED BOOB TISSUE EXPANDS IN RESPONSE TO IMPACT)
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>>25168914
What was that? You wanted more boobs?
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>>25168932
Best part(s) of VC2 right there
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>>25168997
So there is no point for me to try and finish the game now?
Fuck.. And I was just about to try and get motivated again
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>>25168997

Pretty much the only good part. Such a terrible waste of a game. Oh well, hopefully VC3 soon.
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>>25169037
Nice. You got anymore of them?
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>>25168932

Julianna is an interesting case. She ends up as a (sort of) valkyrie, but definitely has the proper boobs. Maybe it's the potential. Latent valkyrie blood makes women busty as fuck.

And now you know how the Highschool of the Dead heroes made it so far.
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I really liked VC because the soldiers were all actually soldier aged instead of high school kids which japan has a mega boner for.

I then looked into VC2 and saw it is about a high school squad. I died a little that day.
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>>25169069
Woops, forgot to unspoiler
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>>25169051
No more like that, no
sorry
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>>25168932
>>25168960
what's with her and lolly ices?
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>>25169072
It didnt really change anything for me. VC1 had a european setting but silly animu hairstyles on half the people, especially the guys, over military haircuts.
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>>25167203
I like these. It's more VC-ness while still fitting in the system.
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>>25169318

The game's kind of schizophrenic like that.

> "OH THE HORRORS OF WA -"
>" LET'S ALL GO TO THE BEACH AND HAVE FUN!"
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>>25169334
Beach you say.
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>>25169339

Is it just me or does Selvaria have a knife in her bikini just in case? And why do I find the idea so incredibly arousing?
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>>25169334

Well, that's war for you.
>"War is hell"
>"But now I got a leave so let's booze and whore! FUCK YEAH!!"

To be honest its a quite realistic depiction of soldiers at war.
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>>25169409

I mean in Finland the everyday soldier's life was basically just a massive beach episode ones you got the saunas running
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>>25169339
Delicious pale.
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>>25168356
Personally, I'd prefer the game to be deadly, which is why I was vaguely okay with those crazy 2d10+1 rifles, since by R3 in DH you can do some crazy damage once you get into non-default ammo.
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>>25169475
Please fuck off to your eRP AIM chat. Your post contributed absolutely fucking nothing to the thread. Stop derailing it. Only thing worse than tripfag attention whoring with reaction faces is an eRP tripfag attention whoring with reaction faces
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>>25169494
Your post contributed less. Stop trying to cause drama.
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>>25169475
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>>25169522

I'm starting to wonder whether Imperial soldiers even have faces. Maybe they're like... homonculi or something.

Or it's just the soldiers under Selvaria's command, never removing their helmets to hide their constant nosebleeds.

"Valkyrian Bust" - bonus to Fellowship with males?
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>>25169522
Dem soldiers.

>>25169554
I guess they're like Stormtroopers. People forget that they're slaughtering human beings with families and whatnot because the helmet is never removed.

Also, those mountains are something to aspire to, male or female.
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>>25169584
comes to think we never saw oswalds face, right?
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>>25169746

Oswald is every single fan who ever fantasized about saving Selvaria from her doomed relationship with Maximillian. Seriously, go look up fanfics. There are about as many as there are of Harry Potter ending up with Hermione.
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>>25163401
Is there gonna be a magnum revolver? They had .357 Magnums just before WW2; General Patton carried one with an ivory grip.
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>>25169487
I don't really care for that.

What I want is slightly more than a OW reskin. I don't expect the dev to rewrite the entire system.

But I want nods to Valkyria Chronicles mechanics, even non-combat aspects.

Orders, control points, royal weapons, R&D facilities etc.
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>>25169042
>>25169004
>>25168823
Why is it Marina, of all people, has the most fan-art next to Selvaria? Okay, she's cool, but not THAT co-

Pffbwahahahaha! Okay, I can't keep a straight face, saying that.

Wait, are people serious about the 'Valkyrian Bust' thing? It's certainly hallmark the game as from /tg/, that's for certain.

Jeeze, I need to hurry up and put together a unit! I just wish I knew what to pick!
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>>25170690

I was the one who originally mentioned it and I wasn't serious. Although it would be really funny if something like that happened. Or at least was mentioned as a side-joke.

"Full-Blooded valkyiries generally have marble white skin, hair so light as to be nearly silver, and red eyes. For some reason, they also tend to have very big breasts. Geneticists are conflicted about the last part."
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>>25170756
Clearly the skin, hair and eyes are the result of long term ragnite exposure, so it follows the tits are as well
>inb4 ragnite breast expansion surgery
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>>25170825

Warning: Ragnaid overabuse might have serious side-effects. Use with caution.
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>>25170863
"Uh... Sir? Is there a reason you requested such a large supply of Ragnite?"
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>>25170825
Oh god thisismyfetish.jpeg

DAMMIT /tg/! I went this long without failing that roll!

>>25170216
Control points could quite easily be objectives during missions, granting more points towards winning in a given area. Like how in Rogue Trader, endeavours require achievement points to complete.

Royal weapons could easily be just rewards for exemplary service (though first you'd have to find a friendly patron in the upper nobility, the same way Squad 7 had the Archduchess herself), but R&D would be interesting... Maybe a mix of logistics and mechanics rolls? I dunno.

Orders though would be an interesting mechanic... I only just woke up. Any ideas on how they could be implemented? Other than just yelling, "This is an order!"
>I'd totally do that every time though.
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>>25170903
Orders could be a mix of the orders from Only War, combined with the Control Points. You can elect to spend control points to call in mortar barrages, sniper or tank support or just plain encourage the men to put their backs into it across the battlefield
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>>25170903
Well, I know Death Watch has a kind of requisition thing for requesting things like artillery or IG detachments.

OW has Orders to have your Comrades do specific things.
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>>25170878

"Hello, sir. I'm with Gallian military police. I'm here to investigate the circumstances surrounding the systematic disappearance of female medics serving in your unit over several weeks."
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>>25171176
"They're all quite fine, you may find them in my personal quarters...

...I have a very stubborn cold you see. Cough."
>>
What about that funky multi-missile launcher thing lady Gassenarl had in VC2? Would that count as a weapon or some kind of special vehicle? Also, how do artificial valkyrie weapons/augmentations compare to the real thing?
>>
Actually, I wonder how he"ll do Comrades. Personally, I like the idea of controlling multiple units to help beef up the numbers of a party.
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>>25170825
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>>25171643

Shit son. Older Aliasse?
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>>25170825

>mfw Dr. Forst was originally a plastic surgeon who accidentally happened upon artificial valkyrie formula while trying to figure out... methods.
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>>25171666
Yup.
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>>25171514
Pure Valkyrur can wipe out entire tank squadrons and shrug off heavy mortar and anti-vehicle weapons without so much as breaking a sweat. Artificial Valkyryr can slag pretty much any vehicle in one shot, except a heavy tank's front armour and they're utterly invulnerable to any small-arms weapon you care to name, to the front and highly resistant, even to the rear.

>>25171643
NO! I refuse to accept anyone wielding a whip-lance! The whole concept of it is just too silly! A whip-SWORD, sure, I can buy that. But a LANCE?! No no no no NO!

>>25171176
>>25171199
All joking aside though, it'd take a specialised ragnite reaction to get those kind of... 'Results'. In the previous thread, it was suggested that, in order to prevent just abusing it to never die, ragnaid can result in some pretty heinous side effects, if abused, such as tumours, nausea and fatigue and even necrotization. That said, Valkyrur are likely largely immune to such effects though, given their natural regeneration and the fact that ragnaid is just a short-term imitation of said ability.

So yeah, I guess that explains pure Valkyrur and impure bloodlines good looks! It's all down to the ragnite, baby! Man I love this stuff! It's like narrativium! Rub some on and the plot happens!
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>>25171785
Why can't it just be a whip?
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>>25171785
Another way to deal with it is you only have a limitied number of charges of Ragnite before you run out and have to resupply. This might be a bit better in that case, since horrifying mutations are not all as fun to play.
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>>25171997
It's nothing really that some intensive surgery wouldn't fix, unlike mutations in 40k. It'd certainly be nasty and keep your character off the field for weeks, or potentially months, but it's curable. Besides, with limited charges, you know some asshole is going to just go, "Right, I can fit forty large ragnaid canisters in my bag, so that's all I'm taking! Wounds? HA HA! What are they?" Adding some penalty, like a progressively harder toughness test, for every time ragnaid is used within 12-24 (or whatever) hours of each other, prevents it being abused to silly levels, while still keeping it reasonably usable, particularly if the one applying it has a medical skill, to make the test even easier. Just start it at +10 or +20 and then make it harder by one step, every time.

>>25171967
Because the Valkyrur are explicitly stated to have used lances, not whips. A whip isn't even a proper weapon, for goodness sake! I mean, the whole thing with the knife in VC3 is kind of excusable, I guess, but a WHIP? Jog on.
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>>25172275
Keep in mind that you have to actually use the ragnid to be effective and it doesn't increase your max wounds. You'd pretty much be spending your turn moving and using, or shooting and healing, in which case you have more people shooting at you now.

There is also some equipment for tanks that suppress ragnaid healing. Plus, I'm pretty sure that a large ragnaid canister would be a bit heavy and people would ask questions if the person wasn't a medic.
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While weapons in VC obviously aren't as dangerous as weapons from the 40k universe, I disagree with the notion that they would be less effective from a gameplay standpoint. Scouts, shock troopers, engineers and snipers can all be one-shotted by stationary guns, lancers, snipers and tanks. They major difference comes from the fact that VC units bleed out instead of dying instantly. As far as physical incapacitation goes the universes are pretty close.
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>>25172275

Eh, could be worse. Other than the whip lance though AFAIK Aliasse is pretty cool
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>>25172769
So no instant kills, making the medic a must have on the team.
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>>25172769
For PCs, insta-kill doesn't really exist. You have AP & TB and wounds.Then you have crits (which need to be re-worked), and burning fate means you"ll need to die 2-4 times before you actually die, and that assumes you dont get any extra fate
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>>25170160
That is..a very good idea.
A pistol for sergeants and officers if they prefer it.

>>25171565
Dont do comrades, they were very bad in OW and i hated their usage. Seriously FFG you ddint have to add something like that.

>>25172275
That is a very good idea for ragnaid usage, i like that it prevents the abuse of the canister.

Oh and also..maybe we can you know tape them all around with a grenade and see the results?
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>>25173973

Magnum Revolver-1: s/3/- 1d10+3 pen:1 clip:6

(i disliked the idea of limiting it to single shot as in OW)

Also for those talking about the conversion or new system kinda thing.
I do not like crossovers, let me state that first.

But the thing i want is the ones who are going to play this game is probably going to be people who had experience with 40k rpgs.
So i would like to keep the general system closer to make it more easier to play right away!

Okay here is your news talents, new skills, new weapons and new enemies and npcs.
Okay you are ready to start your VC adventure !

As for the different weapons i would like to use the hammer of the emperor weapon variations system here, it will be the most appropraite without making it like +1 sword +2 sword.
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>>25173973
Liam? Is that you?

One of my group is forever strapping things to things to explosives and giggling at the result. He once bombed a falcon grav tank with a half-dozen krak grenades, strapped to a melta charge...

Also... Has FFG ever addressed the whole issue of accuracy on full-auto. It just seems silly to me that firing on full auto, should add to your accuracy, at anything other than point-blank, or at least short-range! Maybe you could adjust that, perhaps adding a new weapon quality, 'Low Recoil', to alleviate, or eliminate that issue?
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>>25168731

I have been thinking about this, and I'm really tempted to use the Squad Mode system and Cohesion Points. I love how they're used in DEATHWATCH, it's so flavorful. My group loves it when they pull out Squad Mode because of this.

Just in case you guys were wondering, this really is going to be more than just a reskin eventually. I definitely plan to put in mechanics from the video games in the RPG. If you missed my comment in the last thread, I did say I was seeing if I could implement the way the games used Command Points to move troops around (though I don't want to implement it directly as is in the games. If all the players are drawing from the same Command Point pool, it can lead to times where the "best" player or powergamer just says to funnel all the points to him so he can murder everyone, which is fun only for him).

Another thing is bringing in more of the Potentials from VC, like what >>25167203 did. I was actually thinking of integrating this into ONLY WAR's Demeanour system (where you can use a Fate Point to trigger an appropriate Demeanour in a situation, and get either a pre-defined bonus or one that you and the GM can freely interpret). Everyone probably gets two or three to define their character in an abstract but flavorful way.

>>25174482

They have addressed this from BLACK CRUSADE onwards. Single Shot gives you a +10 bonus, Semi-auto gives you +0, and Full-Auto gives a -10, so it's now less accurate.

If you want more details, see the combat guide I wrote for my group in DEATHWATCH, which reflects the newer combat rules in BLACK CRUSADE and ONLY WAR (incidentally, dudes who do not know much about the combat system in ONLY WAR, and want to see a preview of sorta kinda how it will work in VALKYRIA CHRONICLES can take a look at this as well): https://docs.google.com/file/d/0B2JOyyHPMlkxUlA4OFNWNUZOb1U/edit?usp=sharing
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>>25174605
i have awoken. also cool.
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>>25174482

Here's the relevant page in my guide that answers your question, by the way.

They also fixed the whole deal with Full Auto's accuracy changing dependent on whether or not you moved or not, as well as making Called Shots being an entirely different Ranged Action (that does a single shot) instead of you being able to make a Full Auto called shot.

In the realm of melee, they made a brief stint of removing the +20 Charge Bonus when charging in BLACK CRUSADE, and made it so that after a charge, you could choose between Standard Attack, Swift Attack, Lightning Attack, and All-Out Attack. Which was crazy. They changed it back to the +20 Charge Bonus on a Standard Attack in ONLY WAR.
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>>25169053

> Highschool of The Dead Valkyries

This... this is a crossover begging to be written. Wow. I really need to give it some thought. (Ragnite zombies?)
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>>25174815
black crusade was errata'd so charge works like the rest
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>>25174482

Heh, afraid not.
Only explosion thing we did in my group was blowing up a wall with a crate of bolter rounds and krak grenades piled up.

>>25174605
Or you can just give command points to the squad commanders where they will issue orders like they do in only war.
Much simpler and reasonable .

Also here is the weapon type change chart for those who dont have OW Hammer of the Emperor.
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>>25175043
In completely unrelated note i had the sudden urge to see a angry gallian soldier saying ''REMOVE VALKYRIA''
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>>25175095
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>>25175125

And last one.
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>>25175095

Isn't it usually more like "REMOVE DARKHAIR"?

(Valkyries are busy secretly hijacking race threads - GET OUT VIDF)
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>>25175215

>inb4 the Europan version of /pol/ is full of "You will never have a Valkyrian waifu" threads
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>>25175236
>That feel when going to school with hot super-busty Valkyrian
>That feel when you're just a lowly Darcsen
Them feels, man. I can't be the only one here with those feels.
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>>25175215
REMOVE SHAWLS remove shawls
you are worst darcsen. you are the darcsen idiot you are the darcsen smell. return to barius. to our barius cousins you may come our contry. you may live in the zoo….ahahahaha ,Darcsens we will never forgeve you. cetnik rascal FUck but fuck asshole darcsen stink sqhipere shqipare..Darcsen genocide best day of my life. take a bath of dead darcsen..ahahahahah Federation WE WILL GET YOU!! do not forget EWW1 .Fed we kill the king , federation return to your precious atlantic….hahahahaha idiot darcsen and fed smell so bad..wow i can smell it. REMOVE Shawls FROM THE PREMISES. you will get caught. Empire+valkyrur=kill darcsen…you will EWW3/ selvaria alive in empire, selvaria making album of valkyria . fast rap selvaria bles. we are rich and have gold now hahahaha ha because of selvaria… you are ppoor stink darcsen… you live in a hovel hahahaha, you live in a mine

Selvaria alive numbr one #1 in Empire….fuck the Gallia ,..FUCKk ashol darcsens no good i spit in the mouth eye of ur flag and contry. selvaria aliv and real strong valkyrur kill all the darcsen farm aminal with valkyrur magic now we the Empire rule .ape of the zoo royal family randgriz fukc the great satan and lay egg this egg hatch and galia wa;s born. stupid baby form the eggn give bak our clay we will crush u lik a skull of pig. Empire greattst countrey
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>>25175236

>you will never have a Valkyrian waifu

"Did you say anything, sir?"

(just kidding. Welkin is in deep shit. Hot, busty, loving housewife and amazing cook? maybe. Angry tsundere who can level a small country if she gets angry enough at your sorry dick? YEP. NOT SUCH A GOOD WAIFU NOW)
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>>25175958
>Angry tsundere

Only in anime son.

I think i will craft more weapons and armor before moving on to characters.
Brb with extra goodies.
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>>25175989

Looking at rulebook right now i think Only War Tank etc armor system is noıt very representitive and bad in general.

I was thinking of giving vehicles armor values and rolling against them with weapons individual penetration.
This way funny stuff like sniper rifles taking out tanks cannot happen.

Example: Lascannon has 10 penetration, LemanRuss Tank has 13 front armor.

Roll to hit, than roll 1d5+penetration value(10 in this case) you get 14.
Congrats you penetrated the armor.
Now work out the damage. if you roll12 nothing happens.
If you roll 13 maybe we can add a glance system where you make half the damage or give effects to the crew(spalling, crew shaken etc.)
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>>25176593
eeh, that seems a little too much like 40 tabletop to me.
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>>25176845
>>25176593
the wargame. not rpg's for clarification
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>>25176593
i never played OW so i dont know but wouldent that make tanks way too hard to kill?
>>
Tanks are already hard to kill targets in Only War as is (at least without a lascannon or melta bomb), and a Leman Russ takes at least as many hits from a Krak warhead in the frontal armor as I would expect the Edelweiss to take from an AT lance at the front armor. I think it's actually a pretty good fit.
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>>25176845
>>25176863

Actually the OW tanks are so so hard to kill right now it might make it easier to kill it this way.
OWcomp,
It is one of the very few things that make sense and i like from the tabletop. Becouse as it is in real lifeyou have to penetrate the armor before doing damage at all.

Compare 88mm of tiger tank vs 75mm of panther tank.
Panther has higher penetration rating than 88 but does not do that much damage whhen it penetrates the armor.

I am also thinking of reducing the accurate trait to give max 1d10 not 2d10 , becouse it is incredibly overtop powerfull. Oh and also add felling(2).

Another matter is smgs etc are too weak compared to the rifles urrently.
What i am suggesting is not the use the lasgun like stats considering rifles are not gonig to be shoooting that quickly and make it like this s/2/-, instead of s/3/-

Thoughts gentle poeple?
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>>25172943
Shoot the medic first.

>>25171785
Maybe ragnite should become less effective the more it's used on one person, to prevent its abuse, just in case the mutations and cancerous tumors weren't enough of a deterrent.

Also, there are some injuries even ragnite won't save you from. For example, being shot through the head or being vaporized by an artillery shell.

Since it's in such high demand there's almost certainly going to be a ragnite shortage, and then the troops will start dropping like flies.
>>
General Only War question, what do you guys think of buying aptitudes?
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>>25177372
You cant, they are something that you are generally good at.

>>25177323
I believe these gentleman would fit in perfectly in the battlefields of Europa with their tactics.
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>>25177372
BY RAW, you can't, it'd depend on your gm. some gm's might give out free some aptitudes because of expected themes in the game or whatnot. (ie. THIS WILL BE COVERT OPS CAMPAIGN AND YOU ALL DECIDED TO BE SIEGE INFANTRY? FINE EVERYONE GETS STEALTH APTITUDE SO YOU'RE NOT BONED.)
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bump
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>>25177323
>Shoot the Medic first.
No, you cunt. I'm pretty sure even in VC they have some equivalent of the Geneva Conventions.
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>>25178354
Hell, probably why the medic could run around as much as she did, she was outside the ROE
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>>25178354
>>25177570
Real-life medics can't miraculously heal wounded troops and return them to the fight. If a soldier is wounded, he is out of the fight, and he's not coming back for weeks or months, if he comes back at all. Not to mention, it'll show just how callous the enemy is and serve as a reminder to the PCs that nobody is safe from death. If both sides do it then it will show how far gone both sides are from their veneer of civility and it degenerates into a brutal, savage struggle. Besides, every war movie has an obligatory war crime scene.

Granted, it would make for a much harsher game, both in terms of character lethality and in tone, and would probably deviate from the source material.
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>>25168356

I fundamentally disagree on trying to make things like the video game (where you can soak up lots of bullets). High lethality isn't a problem with the system; people die in war! I think rewriting crit tables and expanding ways to treat an injured character are good ideas, but I don't think it's a good idea to artificially inflate all the values to the point where you can run through a hail of bullets.
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>>25179554
This. If we weren't aiming to make a gritty war game, we wouldn't be using Only War for the base. We'd be using some faggy shit like BESM.
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>>25177018

Continuing from this here are the stats for lancaar.

Lancaar:
Class:Heavy Range:100m s/-/- RLD:Full Special:Inaccurate,Unwieldy, -10 agility

Theimer:
Class:Heavy Range:120m s/-/- RLD:Full Special:Unwieldy ,-10 agility

Missiles:
Lancaar AP Warhead: 2d10+2 pen:7 Concussive(3), Proven(2)

Theimer AP Warhead: 2d10+3 pen:8
Concussive(3), Proven(3)

Now for this part i havent unlocked the mortar lance in the game so i dont know how they work much. If anyone knows are they fired like hand mortars of japs with round making a mortar like trajectory or it fires nearly directly it would be much appreciated.

Also another question is do you guys want frag warheads for the lancaar and theimer or should we make the frag only an option for the mortar one ?
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Wow, is this made by the AdEva guys or something?
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>>25177018

Perhaps you could provide a "called shot: radiator" option, for groups that want to make tank busting a little easier (and as a nod to the games)?

A successful hit in the precise location on the radiator would roll on a new crit table; on the low end it would be something like causing an engine stall due to poor cooling, and at the high end it might set the tank on fire.

Perhaps locating the precise angle and location of where to strike the radiator might also require specialized tank knowledge as well.
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>>25179721

>If anyone knows are they fired like hand mortars of japs with round making a mortar like trajectory or it fires nearly directly it would be much appreciated.

Their firing arc is limited in the game, and they end up working a lot like a grenade launcher. The lance is pointed roughly at a 45 degree angle up from a straight horizontal position (the way regular lances are held). Then the round is launched and travels in an arc and explodes immediately when it hits something.

Ironically enough the vertical transverse is very limited in the game, more than even rifle grenades! The rounds travel a lot slower than rifle grenades too, and as a result they actually have less range (which makes absolutely no sense).

They can still take out tanks if you arc the shot into a radiator, and they make a lancer pretty good at breaking through fortifications and entrenched enemies, but do a lot less damage to a tank's regular armour, so you trade some anti-tank power for anti-personnel versatility.

Personally, I'd disregard their actual gameplay (as with most of the equipment in the game) and make them as you'd actually expect "mortar lances" to function - man portable mortar artillery.
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>>25179849
I'd personally try and overhaul the entire damn system. I've never liked how FFG handled vehicle damage.

And if you're calling shots, let's make it four options: Hull, treads, turret, radiator. That encourages the player to get creative with how they wreck armoured vehicles. Those things were always a major pain in the games (especially if so much as one square millimetre of your radiator was exposed... Cheating, robotic cyber-vision, tank-sniping bastards) and how to tackle them was always a good challenge. We should carry that over to the game.
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>>25180055

In that case, just simply create armour values for each part of the tank (Glacis, Side, Turret, Mantlet, Rear, Radiator - if one is exposed, Treads, etc.). On a normal attack you randomly determine hit location from possible locations. A called shot is more difficult but the shot goes against the AV you want. (obviously in both cases, the possibility is determined by your relative facing - you're not hitting the back plate ever from the front).
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>>25180223

Tanks can be differentiated not just on the strength of each separate armour value, but also the probabilities for a regular shot to impact a certain armour type.

For example, Tank A might have a 50/50 chance of hitting the side or the treads when attacking it from the side due to it's design.

Tank B though has skirt armour that partially protects the treads, so when attacked from the side, a given shot would have a 70% chance to hit the side, and a 30% chance to hit the treads. Called shots against the treads are likewise harder.
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>>25179849

This is an excellent idea, i cant believe i forgot to think this.

It wont be specific to the AT weapons ofcourse, I think i wont give any armor value to the radiators but they will have their own structre value.Which means auto penetrate by anything.Write your ideas for critical effects here.


When they run out of their structre points i think we can craft a new critical damage table that is seperate from other tables.

Also they will have to be targeted specificly and their position will be varied greatly. and will have a huge minus to bs to hit.
I believe there are lots of types of radiators in seperate vehicles(like armored radiators or big radiators that will have more structure points). And for example having more than one radiator will protect your vehicle more making super heavy tanks and sort to be better adveseries.

I will start working on this.

>>25179736
Not me, i am just a lover of both only war and VC.

>>25179989
Okay man held mortar artillery sounds better.
We wont be giving standart lances frag rounds and make the only anti group option the mortar lances.
They will have to pick carefully what to bring before mission.
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>>25180055
>>25180223

Actually my suggested penetration test than damage makes sense realisticly and also when you think about valkyria chronicles sense.
Snipers,mgs,etc cant do anything without rad shots and only way to deal with the armor is with dedicated armor penetrator weapons ike tank rounds and lances.

The FFG says you do not determine the hit location

We can leave the system described in 276 as it is or allow you to choose where to hit.

You will have various minus or + when determining to hit a certain place.
I would like to make it like this for a standart tank.

Standart attack, just standart, with hit location as described by the page 276 randomly.

Standart Motive systems(threads) -20 bs test.(varies with size and location)
Standart Radiator: -30 bs test(varies with size and location)
Any ideas on here? Or we can just leave that part of the system as it is.
becouse various vehicles have so different designs .Or we can add the bonus and minus

>>25180309
Ofcourse as described here we will have 2 different places we can target specificly.

And unlike what FFG did i plan to add different armor value to threads like armor 8

Now that i thoguht about it i gave the system as pen value+1d5
So a smg can max penetrate 5 armor.
And a rifle 7 with pen:2 .

Making a standart radiator armor:4-5 seems like an excellent idea.

And as you can already guess this penetration to armor is only against vehicles, the infantry etc combat is the way it is in OW.

Also you wont be able to hit those 2 systems as you want. For example you wont be able to hit radiator on standart tank from front or side. But from rear.
And you will only be able to hit a skirt armored tanks threads from front or rear.

Share your thoughts!
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>>25180788

Okay Mortar lance and i am out for the night,
I guess we are autosaging, i will gather al lthe stats and ideas we have currently and await the news from OP.

If you can contact me about the new thread and when you are going to open it( and your ideas ofc) would appreciate it Op. Dropped the mail here.

Lancaar-SH M01 Mortar Lance:
Range:30-150m s/-/- Rld:Full Special:Inaccurate,Indirect(1),Unwieldy

Frag Round:2d10 pen:3 ,Special:blast(3)
Smoke Round:Smoke(6)
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>>25182891
We've still got a little less than 30 posts to go before autosage.
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>>25180788
I like this. I hope it just doesn't get too complicated, what with people who might argue on percentages all the time. Maybe standardize the probabilities of different models of tanks, with DM fiat for any modifications that might need to be done?
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Yo yo yo, this tank talk is very good and is giving me a ton of ideas.

For those of you who are only familiar with the old 40k vehicle rules (or even for those of you coming in with no knowledge of 40k roleplay at all), be aware that ONLY WAR did change the vehicle rules somewhat (Lady Alicia, looks like you already know these rules).

When you shoot a vehicle, you roll your modified BS 1d100 roll, and depending on the number that comes up, you hit a different part of the vehicle (which comes with its own critical hit chart). Basically works like determining hit location on an infantry opponent (reverse the result of your 1d100 roll). Roll of 01-20 hits Motive Systems, 21-60 is Hull, 61-80 is Weapon, and 81-100 is Turret.

What I am thinking for the game is each facing of the tank will have a different table to hit, reflecting that some parts are harder to hit depending on if you're hitting the front or back (Motive Systems, for example, could still be hit at 01-20 on side armor, but is only hit at 01-10 at front). Different tanks could have different percentages (so tanks with larger treads will maybe suffer a Motive Systems it at 01-30 at side armor).

This way, I can differentiate between tank models, and make it so that there are different chances to hit different parts of a tank depending on what kind of tank it is (thus allowing for radiator hits only when you're facing the rear, and it makes waiting for tanks to crest a ridgeline to hit the underbelly, or waiting for it to go down a slope to hit the top armor, pretty easy to implement. This reflects their construction and what they're built for. The idea for having armor values for each part of a tank (Turret, Motive Systems, Radiator, etc. not just the Front, Side, Rear) is a very good one, and I'll be experimenting with that.
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>>25185619

While this may all sound complicated, I thought of a way to make it visually intuitive to the players. When looking at a vehicle's Profile, it has a nice schematic drawing of the tank, with each facing (left, right, front, rear, top, bottom) having a diagram, overlayed with both the table for determining the hit location for that particular facing, as well as the relevant armor values of each part.

If I am not wording this visualization well, I apologize, but I think I can get a friend to mock up a visual of how the diagrams will look on the page with a placeholder picture so I can better explain it.

It's not terribly complicated in my mind's eye (really it's just determining hit locations except with different tables for each facing), and allows for a much deeper system of armor combat.
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>>25185698
doesn't sound anymore complex than character hit locations. sounds good.
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Valkyria Chronicles guy, one house rule I did was give every anti-material weapon this:

“Anti-Armor” trait: Weapon deals an additional 1d10 damage and has the Lance quality against V-Scale targets.This is a quick and dirty fix to make vehicle combat faster and more lethal.

Suddenly, taking out vehicles wasn't a complete pain in the ass. Really, I don't know what FFG was thinking. The lethality of normal fights means fights move fast. But vehicle combat? Takes forever.
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Will height/elevation play into the game?

Prone: Moves at half their Half-Move. Dropping to the ground to go Prone is a Free-Action. -20 to be hit by any ranged attacks beyond Point Blank Range. +10 to BS. -20 to Dodge and WS.

Crouch: Moves at Half-Move. Going in and out of a Crouch is a Free-Action. -10 to be hit by any ranged attacks beyond Point Blank Range. +5(?) to BS tests while crouching.
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>>25183547

Archived on sup/tg/.
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>>25185698

This actually sounds really cool, and I kinda wanna implement it in my Deathwatch games as well. It'd be a bit of work to make hit location tables for every vehicle, but it seems worth it! This means Tau and Eldar vehicles aren't so boned because you can always hit their Motive Systems.
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>>25186570

As far as I can tell, I think the rationale is to have vehicles be terrifying sort of opponents, more to be evaded/avoided rather than engaged head on - you know, like how it is in most war movies.

It's a sort of cat and mouse game - the vehicle is meant to be an obstacle rather than an objective necessarily. And of course, remember than the crew inside a vehicle is usually a lot squishier - often commanders would have to open the hatch at some point to get their bearings.
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>>25190542
In game, it just means that if you have a chimera, the combat will revolve around it and even then, you'd need a lot of anti-armor weapons to really harm it.

For armored regiments, you essentially need a vanquisher cannon to hurt other vehicles, but even those are underwhelming against tank armor.
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>>25191115

Yeah, I can easily see how that could happen with the vehicle rules as they're written. I suppose they're trying to make vehicular combat feel like a long, drawn out affair, but there's really little room for the sort of perfect hull-down tank ambush that you get in WWII genre fiction too.
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>>25191115
I dunno, I never had any real trouble of that sort ever since the beta vehicle stats were toned down.
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>>25162954
that girl in the picture looked pissed that the tank dude is screaming and kinda pointing to something. hes not even looking to where hes pointing. fucking idiot.
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So a friend told me of the existence of this thread, at which point I frantically headed here. This is glorious, you guys.

Also, I'm a big fan of VC, but never really researched VC3, and apparently these "Nameless" dudes in the rulebook are for real?! And they're you're platoon in VC3? SHIT'S CRAZY WHY DID THEY NOT LOCALIZE A GAME WHERE YOU ARE A PENAL UNIT?!
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>>25191674
Because life is suffering, that's fucking why. I sad, man.
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>>25191674
I think VC2 bombed in western markets because it was on the PSP, so Sega decided they weren't going to localize any more PSP games.
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>>25192953
But that makes no SENSE! If it was on the PS3, like the original, more of the fans would have bought it! Then again, the original tanked in the west anyway, despite critical acclaim... We need some kind of campaign to show this shit is still loved.
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>>25185698
>>25185619

Cool idea!
Giving vehicles parts different numbers that reflects their percentage to be hit.
But as >>25184700 said, we must be carefull not to overcomplicate things.

Also i think you should give the people the ability to make a called shot against radiator and threads.
Becouse for example one can stand behind the radiator of the tank and shoot repeatedly at that palce but even thoguh the percentage is greater he might not shoot at all.
And it will give palyers more options to approach vehicl combat. Like shooting the thread off the tank with an anti-tank rifle(which i want to include in the game) then flank the tank and finish it off.
Give a thought about this.

Let me know about your thoughts and i will start working on some vehicles with diagrams showing their armor values.
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>>25193778
If it makes you happy, there's a fan translation going on. Slowly, but it's happening, which is a good thing. While we won't be able to give Sega our money, we'll be able to play it. Doesn't sound too bad a deal.

>>25193778
For most corporations sales and statistics mean more than some vocal fans yelling they want their vidya localized. Unless you have a bro-studio like Aksys for the most partt or X-Seed.
>>
Autosage soon, think we have enough steam for another thread?
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>>25193778

Aren't Japanese tabletop RPGs a thing? Wouldn't it be fun if someone translated the finished product version of this RPG into Japanese, SEGA saw it, and said "Welp, let's do that!"
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>>25165093

What's the armour value on tanks? I vaguely recall most having 25ish armour and a lot of wounds. You won't do much with that pick like that.
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>>25194101

Being able to Called Shot the radiator will definitely be a thing, though I'm not totally a fan of making it vulnerable to small arms. That would kinda make Lancers sort of useless. But definitely it will have less armor and will trigger a host of critical effects that you will not want on your armored vehicle.

>>25194105
Yeah, I heard about this fan translation of VC3, and I am terribly excited by it. Buying the artbook to VC3 is what triggered me to kick this project into high gear, actually. I even resorted to looking at playthroughs of VC3 on Youtube and piecing the story together with my crap Japanese. I was THAT desperate. The VC3 Translation blog updated with a tease a few days ago, actually. I'm excited about what big thing they're supposedly going to announce.

>>25194939

I actually know Japanese (though I don't know if it's enough to write an RPG in the language), but I will shoot myself before I try to translate this game on top of writing it.

The "what if" is fun to think about though.
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>>25195025
Copying from the Beta, so not sure if this is still accurate:
Sentinels are Armor 20 all-around with 16 Structural Integrity (Wounds). Chimeras are 35-28-20 (Front, Sides, Back) with 32 SI. Hellhounds are 35-32-20, with 30 SI. Basilisks are 35-20-20, with 45 SI. Russes minus the Demolisher are 45-35-25, with 70 SI, the Demolisher is 50-40-30, with 80 SI, and the Baneblade is 50-45-35, with 120 SI.

>>25194101

This is >>25184700 speaking. I had an idea that most vehicles would have the percentages pre-decided by the rulebook, and certain add-ons like tread skirts (or whatever those armor plates over treads are called) add to the tank's protection.

This should allow gamers to shoot at the tank and hope they hit something (most tanks are Enormous, +20 to hit anything at all), or aim for a weak spot and reduce their chances with the Called Shot penalty.
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>>25195264
I know a couple of Japanese natives, living in the Netherlands. They're big into tabletop games, though mostly just DnD. WHEN this is finished, I might be able to swing their help. If it's a big job though (and it will be) they may require some form of financial compensation, for their time and effort...
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>>25195264

Taken from VC wiki,
> Tanks typically possess a weak point; a glowing radiator which is vulnerable to all forms of attack and functions like a normal infantryman's head for purposes of critical damage. In Valkyria Chronicles 2, however, conventional firearms can generally no longer deal any noticeable damage to radiators, though there are exceptions for very light tanks or very heavy infantry weapons.

I believe radiators will be at the back of most tanks, and when you think about the fact that it will be very very hard to get to the back of the tank and actually shoot the radiator with a called shot as OW comp guy said giving those who want to be able to outmanuever opponents vehicles use tactics and try to deal with them would be excellent and clsoer the the game.

Ofcourse it will still be hard for things like smgs etc to deal with the radiator shots becouse it will have structre points like 20 or so.

>>25195025
Not that guy but we will work on it with different armor that will be opposed by penetration of the weapons.
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>>25195025

This is from the Beta. Someone verify these figures.
Sentinels were 20 all sides, 16 Structural Integrity (Wounds). Chimeras were 32-28-20 (Front-Sides-Back), with 32 SI. Basilisk is 35-20-20, 45 SI. Hellhound is 35-32-20, 30 SI. Russes except the Demolisher were 40-35-25, with 70 SI. Demolisher was 50-40-30, 80 SI. Baneblades are 50-45-35, 120 SI. Tough bastards to kill.

>>25194101
I like the idea of diagrams and armor values. Perhaps we could have set called shot modifiers for tank parts, with defensive parts included. E.g.:

I shoot my AT lance at a tank's left (my left, so its right) tread. Since it is a very small part of the tank, I take a (-20) penalty to the shot.

However, if I repeat this attack from the side, against the tread that's facing me, it is quite a large target, so I get a (+10) to the shot, or something. You can set these modifiers for the tanks, from different directions.

If, however, the tank in the previous example had tread skirts (or whatever they were called), the modifier would be lower, like (+0), since the treads are now a smaller target.
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>>25196019
Sorry, double-post.
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>>25196019

Some very rough ideas about armor values.

Edelweiss: Front :11 Side:9 Rear:7

Gallian Light Tank: Front:9 Side:7: Rear:5

So when we look at the lancaar it has penetration of 7. So it will only penetrate the front armor with 7+1d5.
If we add glancing hit mechanic where damage will be lowered to half it will glance at 4 and penetrate at 5.
When it penetrates it will than roll for damage against structre point.

2d10+2 = lets say you deal 5+6+2=13
Against edelweisses for example 30 structre points.

This is kinda the system i am thinking of, ofcourse the numbers will be tweaked a lot.
And you can target like threads ,raidators etc from the back.
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>>25163606
The guy who made that kill stated himself that he was 100% sure he'd never have been able to make a follow up shot or even to replicate that shot if he was asked. It was a one in a lifetime thing. And that's a guy who wasn't exactly known for bragging.
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>>25197974
It did, however, make the .50 BMG a popular sniper rifle/anti-materiel round, which arguably gave it a new lease on life. Although I think the .338 Lapua recently beat it for the long-distance record.
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>>25197974
>>25199002

I would love if more people used their knowladge about weapons,armor ,onlywar and valkyria chronicles to help us craft and convert things.

Also i think accurate trait in general is quite overpowered and would not be representitive of the theme of the game.
When you think about it the rifles are firing the same round like karabiner 98k rifle vs kar98 with scope.
I suggest making accurate trait giving max 1d10 instead of 2d10.
We dont want people to get instant killed.
Or if there are any alternative suggestions add this or this, dont use accurate trait but this or make a new trait i am all ears.
Thanks for your interest in this project everyone!
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Eh. I dont really like VC RPG having nerfed weapons. Combat moves a bit slow online as is. I dont think it'd be a big deal if we had "mundane" weapons equivalent in performance to the scifi guns in OW like melta guns, since that stuff doesn't exist in VC anyway.

>>25199799
Instant kill doesn't really exist. 40K RPG is lethal compared to say, DnD but it isn't hyper lethal like you're making it out to be.
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>>25200397
It kind of is. I've had a player drop from full HP at 15 wounds down to -3 in a single volley. The burst didn't even roll max damage. If he'd have taken something like 5 points more of damage, he'd have been dead.

I get what you're saying, it's not SUPER LETHAL like say, Call of Cthulhu, but if your character gets fucked by a lucky enemy roll, yeah, shit can go south very quickly.
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>>25200597
That's why you use cover, brah.
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>>25200642
Circumstances may still prevent the use of cover.
Maybe the player was caught in an open field, with no close cover, maybe the enemies flanked him while he was supressed, maybe it was an ambush. Sure, maybe it was simply the player being dumb, but sometimes you may not have the possibility to take cover.



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