For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Book Repositories (mega is more comprehensive and up to date)
40K RPG tools, a site that contains stats or references for almost all weapons, armour and NPCs/adverseries. Not updated past DH2 core.
40k RPG Combined Armory (v5.43.150418), containing every piece of gear in all five lines. Not updated with any DH2 content.
Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.5.1), /tg/ made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things
Remember, ask a specific question, we'll be happy to help. But if you're vague, we'll tell you to make your players fight necrons. Probably.
Have you ever gotten a non-Black Crusade character to 100 insanity and/or corruption? What was the final thing that pushed them to it?
Anon, I need status report from your last session, on the double!
Why can't FFG understand scale? The planet Damaris in the Frozen Reaches adventure has a population of 3 billion people yet has a military with only around 300,000 active combat troops in it. It should be 2 magnitudes larger than that.
Ok, so I made a really fat NPC during the last Dark Heresy session I was hosting. But when making his stats I was thinking that I could add the size [x] trait for him. But I do not know what size to give him.
And if you want a size comparison, just look at Pearl from Blade.
I've never played Dark Heresy but I'd really like to, I'll probably end up GMing it as I've been dubbed the Forever DM of our D&D.
Just wondering what the average/ideal group size for it would be?
Usually for D&D I aim to have between 3-6 before I'll start a game but I get the feeling that with DH the group size would be a bit larger?
I'm a player in the Soul Reaver campaign and I don't know how to deal with the tower the ship is stowed in.
My Rogue Trader is planning on killing the vast majority of the hardliners opposing the former archon of the city by blowing up the fighting pits, killing tens of thousands in the process. Igniting a slave revolt, and using an anti-titan artillery canon to soften up the tower's defenses before boarding it.
This plan requires brute force but I don't exactly know how I'm supposed to tackle the tower itself. Even if I shoot the shit out of it with the giant artillery canon I put on the ground it'll still be insanely dangerous and suicidal to ride up there in some sort of flying craft.
What should I do?
It's this gun from only war that does some crazy shit like 15d10+20 damage or whatever, It's meant to kill gargants and titans and shit like that. Fires artillery shells the size of modern day tanks.
Standing militaries are dictated by the governor, not real life comparisons.
If the governor doesn't need a large military on call, then it won't be large.
DH can be comfortably run for 1-5 players. More than that, and it starts to seriously bog down.
Also, have someone else take the reins.
>Why can't FFG understand scale? The planet Damaris in the Frozen Reaches adventure has a population of 3 billion people yet has a military with only around 300,000 active combat troops in it. It should be 2 magnitudes larger than that.
Why would they? It's a single government, technology is a force multiplier, and they also have police forces for civil stuff.
You mean the Volcano Cannon? That's an enormous laser weapon, not a form of Tremor and/or Macro cannon you seem to be thinking off.
Do you have any information about the specific defenses of the tower? And how much ammunition do you have available?
The tower has anti ship defenses when you get too close to it. It has anti-aircraft defenses if you want to board it. IT also has thousands dark eldar guardsmen defending the tower so my safest bet is to find my way to the top of the tower fighting as little as possible.
I have enough ammunition for maybe a day or two of constant volleys, but at that point the Dark Eldar would've engulfed the artillery's position and taken it out. That's why this has to be a quick operation as far as I'm concerned.
My plan is to basically blitzkrieg the city and take it completely off guard as quickly as possible. Problem is it's suicidal and I don't know how I can handle it any other way since I'm not good with subtly.
Damaris is situated in an unsettled and extremely dangerous area of space with a myriad of nearby foes including a ork empire, chaos pirate empire + multiple independent fleets, multiple eldar corsair bands + dark eldar, and of course the rak'gol who are fucking terrifying. In any sane universe they'd have at least 1% of their population as professional soldiers with up to 20% as possible emergency reserves. With a population of 3 billion people, that's a lot of soldiers.
I think the better question is how does Damaris only have a population of 3 billion people? If it was founded a 1000 years before the games scenario, it should have reached the maximum population cap of it's planet. Of course, 3 billion could be the max if Damaris isn't especially productive compared to Earth.
Only PDF. The world isn't officially part of the Imperium.
You realize that as of 2014, in our world, including reserves and paramilitary organizations, only 8/10 of a percent of humanity is under arms, right?
Militaries are a massive drain on everything when they're necessary. When they're not needed, they're even worse of a drain. You generally don't want to leave them lying around with nothing to do. They can be good at finding things to do.
Repostan from the gamefinder thread in case anyone is interested in an Only War game that may be a Shadowrun 5e game if people want it to be.
>GM or Player
Only War or Shadowrun 5e, I haven't decided which yet, but I think I'd prefer to run Only War.
Sundays around 7-9 PM EST (UTC-5), with normal sessions lasting around 3-4 hours.
I'll have a poorly drawn Johnny Bravo avatar.
>Method of Play
Roll20 for dice and maps/visuals, and skype for voice chat.
I'm pretty much set on the times, so please don't come to (chirp) me asking me to change them. If you are a habitual flake, please don't waste my time or your fellow players' time by asking to join up. Unchecked autism over what is "canon" in the aforementioned system's settings is also a disqualifier. If you are interested, contact me on skype, the only message you should send me is the word hidden in parentheses in this post. The maximum number of players that I am seeking for a game is 5, and slots will be filled on a first come, first serve basis. Please reply to the post ITT only with additional questions about the game, and keep all requests to join on Skype.
'Sup /40krpg/, Imperial Knight Homebrew guy here (I probably should start namefagging when I post this stuff, shouldn't I?). I'm working on a new version of [Chivalry Intensifies] that will see the inclusion of rules for the Throne Mechanicum and its ancestral imprints, aswell as a "personality" for the Knight Armours machinespirit similar to the Power Armour history rules from DW and Machinespirit Oddities rules from RT (and possibly customisation options for Imperial Knights).
Here's the table for Throne Mechanicum imprints so far and I want some second opinions, because I'm not entirely sure wether the rules currently are too dominant or if they should simply be more like the Demeanours table from OW.
You realize that in WH40k war is pretty universal? There might be relative peace in some Imperial systems but even these systems are still thoroughly militarized. Why? Because they need to. The Imperium is fighting millions of wars everyday against countless enemies. They need every ounce of metal, every drop of fuel, every fighting man they can get. Spoiler; the Imperium doesn't ever get enough and is slowly collapsing from the strain of just trying to survive.
As for Damaris, the world is pretty poorly thought out. It's a well populated world smack in the middle of the Kronus Expanse which is full of many, many horrible things that want to kill you, rape you, and consume your soul. A world this populated is a massive target and if it has survived for a thousand years it's probably going to be well defended. This means having at least 1% active military and probably shit ton of reserves.
This isn't the first time FFG has dropped the ball on scale. There's several 'hive worlds' in the Calixis sector described with only several million people in population.
Oh and the current [Chivalry Intensifies] rules as reference.
So, 40kRPG GMs and players, at roughly what range do encounters generally start? Within a few dozen meters max? Within a hundred or two meters? How does this tendency affect your gear choices?
In my RT games, encounters start within 40-50 meters max because the general terrain is "Ship corridors", "City blocks", "Lost Ruins", or "Dense wilderness terrain". It's led to massive favoring of bolters and so-called "Raider pattern" guns made in peoples' garages and optimized for extreme damage at very short range.
Depends on the combat. Sometimes I run close range combats within 30 metres, and other times the players are scrabbling for cover while a sniper and a heavy gunner pin them from 200 metres away as ground troops close in.
Storytime from the game I ran tonight (running a Rogue Trader game using DH 2E rules):
> players responding to distressed Imperial Navy frigate
> Per Navy distress protocol, crew garrison in Armoury and Enginarium
> Dock shuttle at airlock near Armoury
> Go to Armoury, give current Imperial Navy cypher
> Receive wrong return cypher
> Say, "Fuck this shit, that's a trap" and return to shuttle
> Decide that Enginarium might still have loyal Navy inside
> Fly shuttle to an aft airlock, go to Enginarium.
> Enginarium sends same Imperial cypher
> Give return cypher
> Door opens, enginarium is pitch black except for light spilling into the entryway
> Walk in, weapons down, expecting fat reward for rescue
> Receive Dark Eldar ambush to the face, tortured, thrown in slave pen
Fortunately I have good players. They were initially pissed that they got their shit raped (the only one who had to burn fate was the psyker, because obvi Dark Eldar aren't going to pull punches on a warpy fuck), and said it was bullshit DM fiat that they had the Imperial cypher to trick them.
Then I reminded them that they provided the initial cypher to the Armoury, spent two hours getting from the Armoury to the Enginarium, and then received the same initial cypher from the Enginarium.
>Vertical Spindle Set
Not only does it double as 3-dimensional maneuver gear, but if you've got a good enough set, you can use them as ranged grappling tools.
Oh the shit I got up to with those...
To be fair, this is an intentionally low-powered campaign. Their (NPC) Rogue Trader is an aloof drunk who lets them use his name, but barely has enough profits to keep the ship flying.
They started with DH2E characters at 2,000 XP. They're supposed to be in over their heads, and doing the heavy lifting themselves.
They did scan the ship. This was a trap. The Dark Eldar used the Armoury and Enginarium as a holding pen for the captured Imperials, so their scans actually showed normal and their knowledge of Navy protocols confirmed.
I honestly hadn't anticipated them asking about Imperial cyphers to identify true friendly forces. I gave them the out--I confirmed when they received the incorrect return, that was enough to relieve them of their duty to provide aid--and let them return to their shuttle. They chose to go back to the ship, and gave the filthy xenos the last bit they needed to pull the trap.
Two hours to get from the Armoury (midship) to the Enginarium (aft), which the Dark Eldar used to torture Navymen to understand what happened (basically, that such cyphers exist), coordinate with the Enginarium team, and improve.
I'm having a hard time coming up with original investigations for a lower-leveled DH (1e) party. I'm talking like, rank 1-2.
I'm able to come up with a interesting enough setting and NPCs, but I just can't seem to come up with a compelling plot that my players would have even the remotest of chances solving.
I know there are modules available (which I plan on using) but I also want to come up with some of my own original content.
Any tips for a novice GM?
Take the plot of an episode of your favorite mystery TV episode. The victim is also involved in the sale of illicit xenos artefacts.
Congratulations, you have a plot that was once explored in 60 minutes to use for your game.
Should've send armsmen instead of themselves.
Or, better still, virus torpedoes. If it happened in Koronus, well, ancient void law allows traders to claim crewless ships, and they surely did their best to try and save anyone.
There are few greater joys than driving a sicaran main battle tank through lines of the enemies of the God Emperor of Mankind, a hymn on your lips and the autocannons blazing.
Concurred, Damaris would need to be ruled by pacifists who've survived either by Emperor-like dumb luck or some sort of treachery with the neighboring xenos+luck for it to be pausible. One of their writers needs a smack to the head.
Lathes steel is from IH (DH1). But it is just an example of a very rare "attachment" on a common weapon.
Highest rarity among the combined item, with a further -5 for every section of the item beyond the first.
So a Bolter with a Red Dot Sight and a Pistol Grip is is -30 (-20 for Very Rare Boltgun, -10 for the two mods).
>with a further -5 for every section of the item beyond the first.
Is that a house rule? I couldn't find any rules for compound items.
So basically not going to happen with -55 to test?
I never played games with high influence stat. Do players get it assigned beforehand? Considering that you can't increase it with XP.
Rogue Trader was the first one to have those rules, you can find them in the core book.
It can happen, remember in Rogue Trader you get a +30 for only purchasing a single one, bringing it down to -25.
Then you factor in a very good Commerce skill (every party needs one person who's good at it), boosting your check, and you could very well have a good chance of purchasing one, even at lower levels.
Take a bit of investment though.
Influence is randomly determined, like most characteristics, you increase it through completing missions, and purchasing the Peer talent.
Dark Heresy 2. But I couldn't find any rules for items with upgrades.
How often would you let your players roll for new items? I understand it makes sense to do once per contact but with influence being intentionally vague, they can invent all kinds of new contacts (while still being reasonable).
Maybe once at the start of a session to represent off-screen shopping, but in-game only when they're actually at a vendor or can contact one. From then, it would depend on what they're actually going for.
5 knives? Just roll once.
Autogun with custom ammo? Sure, do two influence tests.
Ammo and grenades? Ok, two tests.
Meltagun and power sword? Don't even bother rolling unless if you're at least at a very well stocked IG munitorium or a forgeworld armory and even then, only try for one.
Probably one test.
I don't really see why vendors would keep weapons stocked that have upgrades on them unless if there is a really good reason too, like the upgrade actually being an integral part of the weapon itself like that lathe blade upgrade, reinforced, mono, or sacred inscriptions.
Excuse me, what is the reasoning behind "hurt durr, you can't roll for that" providing players are in the location where the sought item should be reasonably available and the players had enough influence to procure it?
There is subtlety drop for rare/bulk purchases, which can (and should) lead to mission failure or complications making the mission not worth the effort, probably much to ire of their handlers.
I'm always puzzled by the thought process of "I'm writing a novel" DM types who do things like this.
There might be genuine shortages in materiel, but these ought to be reason in universe behind that rather than ad hoc attempt to bar players from doing something.
Are you so creatively sterile hard bans is your default response?
I am genuinely curious what's the logic behind actions like these.
He explicitly said that the ability to roll depends on where you are and who you're dealing with. Would you get mad for hearing that no, the local blacksmith of this village housing 28 souls can't sell you a vorpal blade, even if you could afford one?
Sorry, have you read my message before replying? I explicitly mentioned rolling for items where is a reasonable chance to find the desired item.
Let me dumb it down for you: previous anon had said he won't allow to roll for both power sword and a melta gun even in a well stocked munitoriun. Unless I misunderstand his post, then I apologise, but assuming I'm correct, what is the rationale for prohibiting the roll if the storage is filled with melta guns and power swords? Why can you only have one?
Wouldn't it be better to let them go on a shopping spree and then gently remind them they can carry only one or two weapons and they need to put the rest away? And possibly have it nicked if they don't have a well guarded storage? Because subtlety drop after such a shopping will get every gang in the vicinity to steal stuff from loaded fools, not to mention alerting their quarry.
Doing this once will tech most people much better and create a memorable experience.
Don't get me wrong, I'm just asking. Do you at least give some justification for it or roll with "because I said so"?
Depends on where they're trying to acquire it and how subtle they're trying to be.
From a bona fide Imperial source (Munitorium, etc) in which they are willing to identify themselves as Inquisition? As much as they want, and the test just determines if they *have* the item requested.
From a shady blackmarket dealer on the backwater planet where they're currently investigating? As often as they want, provided they have the time to speak to him *and* enough time to wait for him to acquire the item (flavored off the DoS.)
The party has succeeded on Requisition tests with DoS and been forced to abandon their gear because the mission dragged them off-world or the like before the goods were delivered.
Oddly, I would envision a Munitorum depot having multiple meltaguns (probably not rooms full of them, but five or ten), but I could well see it not having power swords.
I'd imagine any available power swords would be assigned to officers, not hanging around the depot.
(This is despite me knowing that the books say they are the same rarity. I don't know if this is my intuition being off, the rarities being too coarse-grained or whether power swords are commoner and meltaguns rarer amongst civilian populations than the Imperial Guard (the last might make sense; many nobles would have a power sword as a status symbol, but there are few civilian uses for a meltagun)
Thinking about running a Storm Wardens only one shot using Deathwatch rules to reenact the Battle of Stirling bridge, full Brave Heart mode.
Yay or nay? Any advice on running massed battles?
Use OW formations rules or a diluted version of the tabletop if you want to have company-level combat. Otherwise, have the battle going as the plot requires with the pc squad being able to change the tide of battle through their actions. Have them test on appropriate skills to recognize weak points in the lines or chances which could be exploited, like an enemy officer near the front lines or a sudden manouver leaving support elements exposed, then zoom in on the pcs and play as usual.
Planning to give a little boon to my OW players, in the form of equipment ready to be scavenged. I have a little present for them all, except for the medic. He's partial to either some cool sp pistol or a narthecium, any other suggestion?
I have a question on black crusade.
My soon to be gathered party are mostly people going for the apostate - like builds and and one person going forsaken.
Should I split the party?
The idea is to have the apostates go into a daemon world in order to tarnish the reputation of their warband leader's rival, while the forsaken goes on a solo mission to retrieve an artifact for the warband leader (since he is the only one who can do this). I have my doubts, however, as I dont know if this is a good or bad idea. I know the players personalities, so I had this in mind specifically for the forsaken and the apostate characters, but I am still not sure if I should go ahead with it.
We played our second ever session of Rogue Trader on Sunday. Our first mission was to find the guys that stole some of our Trader's cargo. I played a really old missionary who's always cheerful and a little bit senile.
We found the warehouse where the thieves put the goods. My guy wanted to light the whole place on fire and gun down the thieves as they ran out, but it was pointed out by less extreme members of the team that it might damage the stolen cargo.
So I decided I would go in, pretending to be a crazy old homeless guy, and distract the thieves while the rest of the team would sneak in and set up to attack. I go in. All the thieves look at me. I look at them.
They're all chaos cultists.
So then I have to roll to see if I can suppress my intense hatred of chaos long enough to provide a meaningful distraction. I roll three degrees of failure.
>"Hello there young people, can you direct me to the (twitch) FUCKING PURGE! FUCKING PURGE! FUCKING PUR-"
They open fire. The rest of the team runs in, massive firefight. I had left my flamer behind, to aid with my disguise, so I just ran in and starting beating the shit out of them with my staff. Screaming "FUCKING PURGE" the entire time.
Could be nice, he's already got everything besides the respirator, but it would all come in a nice package and would be even more sweet with the narthecium when he gets it. He'll be the more tacticool medic in the regiment (and he's humoring the thought of going medical commander and go around with a personal field hospital)
Possibly they were aiming for this, GM's have to fluff up their own reasons for how Damaris isn't overrun by xenos by now. If anything it actually makes the place pretty creepy.
Planet-wide chaos cult allied with nearby chaos pirate factions? Outside observers only see a deceptively peaceful imperial world? This is actually a pretty good way to turn your Rogue Trader party into 'unofficial' Inquisition Acolytes and have a mini-game of DH inside your RT campaign imo. Does the RT et al stay to uncover the secret of their survival? Or simply trade them space-snakeoil before disappearing into profit-factor again?
In games like BC and DH, splitting the party SHOULD be expected, because you can not achieve goals for a variety of things with so many different sorts hanging on.
It is more difficult to gm for, and more dangerous if battle breaks out, but it fits the spirit of the game entirely.
My suggestion, however, would be to run their solo work on days other than game day to not keep the rest of the group sitting.
I'm making some backup characters for my Rogue Trader game, just in case mine gets fragged, and I've got a question: how would you build a Seneschal?
Can I expect him to be somewhat decent at combat, or should I just focus completely on social stuff and stay out of combat as much as I can?
Here is my experience from my own group as a player.
Due to a godawful lie and some serious oversight by the "eggheads and social slut" in the group, they ended up signing an indentured servitude contract to a mining operation, while myself (Feral World Imperial Guard Assassin assigned to bodyguard duty for the warband, just like back in the IG with even MORE LHO STICKS) and the super bulldyke wannabe bolter bitch were literally told to fuck off, as our cover was the worker's escorts and there was no need for us within the hive itself.
So, seeking work and information on a rebellious element within the hive against the proper work conditions, of course she ends up joining the local Enforcers and I apply myself to the hive gangers.
Enforcers tell her to take a squad and investigate an area that had fallen into disrepair, costing the lives of 3 other enforcers sent to clear it out of squatters, I get told that to prove my worth, I have to go out and 'bag myself an enforcer'.
"Easy", I replied.
>can storytime the rest, it gets worse/better
...I guess? I don't have a lot to draw on. This is the picture of one in the book, and he's swinging on a rope. I wanted to make a character because it's one of the few that we haven't made, but I have almost nothing to draw on.
Being decent in a fight means being able to shoot first and run fastest, if that.
You want to be smart, you want to know EVERYONE, you want to be able to run the ship when your RT is too busy getting xeno poon to do it himself.
I think it's more likely the writers are just retarded. They describe Damaris as the strongest imperial outpost outside of Port Wander in the Expanse. It's people are faithful and hard working. In addition, the governors have been competent excluding the current one and the very competent nobility is ready to overthrow him. Finally, the place has major Ministorum, Imperial Navy, and Mechanicus presence. It even raises regiments yearly for the Imperial Guard. In sum, it is described as a Imperial world that isn't officially a part of the Imperium because the Expanse isn't officially a Imperial sector.
Damaris should have at the least 30M standing forces, with up to 600M manpower reserve. It should take a large Ork Waagh to threaten a world with that many forces.
Honestly, I think a better adventure would be to have Damaris already under siege by the Orks. That way the players could gather support in men and materials to break the siege. This could involve convincing rogue traders and the Imperial Navy to lend ships, destroying Ork supply lines, or even doing luring a chunk of the Ork horde off to fight something else like Rak'Gols or chaos pirates.
I, Larl of Jenkin, of regiment "11th Destru's Demons", hunter, stalker, and slayer of men, beasts, and xenos, was led to a sub-mining platform in the underhive for what, for me, was the most unimaginable task ever: take someone in alive.
>approach in panther mode, see people streaming in, 6 enforcers patrolling this side, no gun placements, carbines, truncheons, shields
>notice the place lit by glowglobes
>yes, a bow
>take out 2 lights
>2 caps flick on lights
>shit, think one of them saw me
>draw mono great sword
>listen close, shit I think one of them saw me...
>WHAT ARE YOU DOING THERE?!
>I'm charging you
>he fires damn near point blank
>terror of 6'5, 250lb Native American looking dude wearing bloodstained furs wielding a sword almost as big as he makes him miss horribly
>cover is blown, gonna kill one, subdue the other
>roll 9/9, because TZEENTCH
>take his head clean off from the hinge of the jaw up, flies off into the distance
>get full auto fire in the back from 10 meters
>Imma big dude, but it hurts bad (8 of 14 wounds after soak bad), can't take another burst like that
>pick up the dead dude's body, charge
>my ingenious idea of human corpse shield has worked like 3 times already
>snarling, try to knock him to the ground
>enforcer holds strong, yo, these cops ain't a fucking joke, mang
>drop body, pull pin on smoke grenade because shouting in the distance
>enforcer swings and misses
>tries to break free
>Larl chuckles, throws the enforcer to the ground
>Larl chokes a bitch cop out
>insert 5 more rounds of me rolling nothing over 23 on EVERY ROLL
>God Emperor FUCKING WITNESSED
>finally choked out the cop
>smoke is gone, 8 enforcers coming in at me
>so much gunfire, so many dice rolls from the gm
>pull pin on last smoke, drop it behind me as I dart into an alley and keep running
Forgot, this was my expression when I realized that a new state of dice being had been achieved.
>Is it one of the random table names?
Yes, it is, for feral worlders.
>explosion behind me, dunno why, keep running
>run for about 2 minutes, stop
>drop cop, catch breath
>cop begins waking up
>pistol whip him
>repeat pistol whip
>Meet up with ganger contact, bring the cop to the ganger hideout
>poor enforcer, for fate had you meet The Larl of Jenkins this day, and had you not, you would have gone home to your family
>The Emperor demands we all serve, and some must serve in ways less desired than others
>But know that your death will save the lives of many, and further the Emperor's Great Duty
>as for me, the only thing I can offer you, a fellow warrior worthy of respect, is my sincerest apologies
>For the Emperor
How do you use force fields in your games? Do you have PCs/NPCs roll for those before they get to dodge? After? If an attack has multiple hits, do you roll for each separate one, or do you negate all hits with one roll?
>Do you have PCs/NPCs roll for those before they get to dodge? After?
Before, due to...
>If an attack has multiple hits, do you roll for each separate one, or do you negate all hits with one roll?
You nullify the ENTIRE ATTACK ACTION when you successfully use a force field.
For lore, yes.
For equipment, MOSTLY, but be aware of the new rules and design paradigms.
For core rules, no.
For creature design, no.
>tl;dr because you are a faggot, use the lore and inspiration, not the mechanics as is
It's a personal conflict IC, because Larl is a fighter, loves the Emperor, will die in his duty, but this guy had fuck all to do with fuck all. Hell, he was one of the good guys, helping to smash the treasonous masses.
You know, everyone likes to stereotype inquisitors as hipocrytical pieces of shit, and while I dont deny some inquisitors are such creatures, I cant help but think about what other more "good" inquisitors think about themselves after they do these acts.
Ah well, the Imperium must survive anyway at all costs.
The core rolling and stuff is general the same, its mostly character creation that's changed.
That said you're better off just sticking to 1E stuff for now with occasionally transfer since there are subtle differences.
most significant change is you can purchase any advancements you like, although XP for different skills differ depending on homeworld and specialisation.
gear is 85% backwards compatible
Skills have been consolidated, Survival now does what Survival, Tracking, Wrangling and some minor Trade skills once did, for example.
Talents have been expanded, some have been removed, and all around juggled.
Careers now provide discounts for advancement purchasing, so you can purchase whatever you like, but stuff your background supports is cheaper. Questionable, as there's no way to change it yet, and it means certain careers can't purchase appropriate knowledge skills cheaply.
Psychic powers have been completely overhauled to be much less risky, and also less powerful. Somewhat.
Combat has been... Changed. Parry's a skill, swift attacks and co aren't multiple attacks but bonus hits dependant on DoS, Full-Auto isn't nearly as awesome, and so forth. Arguably better balanced, but many argue less thematic.
Righteous fury now isn't exploding 10's, so you can't kill a Hive Tyrant with a brick.
Instead of counting thrones and stealing cultist's boots to sell for food, you have a money "characteristic" which you make tests against to buy stuff. Ties better into the the system, and means less hassle for the GM, but it shits itself when you try and buy cheap stuff. I like to mix it up with Influence for bigger stuff, and also just giving them plain cash.
Dark Heresy 2e is basically Dark Heresy 1e with some system refinements, but also cutting out a lot of the "you're going to fucking die" character of the first one. There's also (right now) just less material to use, but also a lot more bullshit gear. Stuff in 1e probably would give you a +10 if you were fucking lucky. Sticking a brazier on your hat in 2e gives you a much larger bonus to a wide array of skills, regardless of circumstance.
Subtlety is the "new mechanic", which basically tracks how sneaky you're being. There are arguably bonuses to being unsubtle, but from what people have mentioned about the pre-made material, they practically expect you to go full Splinter Cell.
>Arguably better balanced, but many argue less thematic.
Those people are faggots.
I've played DH1E to Black Crusade and Black Crusade (and subsequently 2E since 2E is based on it) is far better.
Seriously, what do they even mean by "thematic"?
>certain careers can't purchase appropriate knowledge skills cheaply.
This is not wrong, but do take note of the errata changing Common Lore's second Aptitude to General. It stops it being too stupidly expensive for, say Arbites Warriors to buy up Common Lore (Underworld).
I am a huge fan of the second wave of rules and perfectly willing to shut down "but logically..." whining with a mallet labelled "BALANCE, MOTHERFUCKER!" but...
Recoil would only affect the accuracy of the second and subsequent bullets, not the first.
Did they change the aptitude system that much from Only War?
I never heard complaints about it being too limiting with that system but I feel like people call it a big issue with DH2E a lot.
Maybe they feel like having to count each throne gelt and spend it wisely reinforced the theme of a few underprepared underequipped guys being thrown into the blender known as the Inquisition.
Maybe they felt like the idea of fixed career paths was a good idea to represent a society so hierarchic and controlled as the Imperium.
Maybe they liked that the psykers did not need stat prerequisites for their powers making every Biomancer or Diviner nearly identical mechanically.
>Maybe they feel like having to count each throne gelt and spend it wisely reinforced the theme of a few underprepared underequipped guys being thrown into the blender known as the Inquisition.
Ah, yes, that theme of "The Inquisition likes to use half-trained idiots as it's operatives and to give them an operating budget of whatever they can find between the couch cushions."
That theme that existed only in early Dark Heresy 1st supplements and not in any of the other stuff written about the Inquisition in either codexes or Black Library.
That theme that made no fucking sense.
There are no words for how fucking happy I am that that "theme" got taken round the back of the sheds and shot 10 times in the head.
There's more factors to determine which aptitudes are available in DH2.
OW had it essentially built by either the custom regiment or class, but DH2 has them spread by the background and their role, of which there are plenty of each.
I don't know I actually like the idea that an Inquisitor starts dozens of teams a year and the ones which show potential (=survive) are trained further. It's not like a sector in 40k doesn't have enough problems that sending well-armed and well-trained operatives at every one of them is not only extremely costly but impossible as well.
>To an inquisitor
There is also that if the acolytes fuck up and the heretics or xenos or whatever enact their plans, it would be even more costly to fix what happened.
>Bankrupting the sector chasing after minor heresies
How are you gonna explain that to the Conclave son?
Also if you send the Acolytes so late that only they can stop the xenos'/cult's plans from being finished, then you are an incompetent fuckup of an Inquisitor who can't even gather intel on xenos/cults way before they become a problem.
Does the empire have diplomatic contact with other races?
I could see they'd have a use of diplomats on eldar forge worlds if just to avoid war.
What about Tau?
Orcs doesn't have their own worlds in the known galaxy right?
>eldar forge worlds
>Orcs doesn't have their own worlds in the known galaxy right?
Orcs have -Empires- in the known galaxy dude. And it's called the Imperium, important distinction.
And the Imperium kinda does have a corps of diplomats (or had, unsure if it survived to the 41st millennium) but it's not really elaborated on and the Imperium really doesn't care for diplomacy when dealing with aliens. Even if there is a very neat short story about an Imperial diplomatic delegation visiting a Tau world in the first Tau codex (iirc).
There is also, it should be noted, internal diplomatic relations; envoys from one Imperial organization to another, complex dealings between noble families, ambassadors sent by one planetary governor to foster good relations with another.
Lots of scope to have "diplomat" as a background without having dealt with xenos.
There are also Rogue Traders, who can make deals with xenos on their own judgement and have a qualified immunity from being punished for it.
Not really, for the last few thousand years, mankind has been at war with every single Xenos race they have known of. For generation upon generation, mankind has been indoctrinated to believe that Xenos are villainous scum and a stain upon the God-Emperor's perfect design for the universe. As children, they are preached to that Xenocide is a holy endeavour that serves their God.
And the other races are no better.
Eldar would gladly murder billions of humans or any other race to preserve one of their own (and yet like lemmings constantly throw their kind into dangerous situations). The Tau believe people should convert or die, or be thrown into brainwashing camps. Orks only want to fight and kill.
There may be the odd ceasefire between factions when a bigger foe appears. However no race in the 41st Millenium trusts any other faction to honour any truce that they create. They are incapable of doing so. The last few thousand years of war have taught them that.
There is nothing to be found in peace but deceit and treachery.
As mentioned upthread, here is the latest version of my Imperial Knight rules. Now including rules for the Throne Mechanicum and Imperial Knights Machine spirit! Also, I wrote some short rules for the specialist equipment in the Knight Scion class, aswell as filling that category out. Sadly I left out the mentioned vehicle upgrades for Imperial Knights. Had no workable ideas for it and the upgrades in Shield of Humanity are perfectly workable if you apply some common sense.
Also, I'm namefagging now when I'm posting stuff related to [Chivalry Intensifies] since why the fuck not? I do have a pen name on the cover for a reason.
No, no fucking way.
If you've fucked up that bad, that repeatedly, to get to 100 insanity, your character is fucking insane.
No take-backs, you should have spent some experience on dropping some of those points if you liked her that much.
Rolling a 10 on the Animus Demeanour table says to re-roll the result once. I think that feels...kinda pointless.
Were you intending to let someone pick it on their own or to roll two results?
I had a player summon a daemon possession upon himself last week and was forced to use the single one available in the core BC rule-book because they only give the one.
Was hoping to have some on reserve for future bad rolls.
In the ToE there's a chart for creating daemon names. That being said daemons rarely use their actual names so just make up some brutal shit and use that.
GMing Rogue Trader, one of my Players is asking about playing a Tau character. Reason I'm here is about the sidebar 'heightened significance'. Is the player able to pick one of these advantages from the start of the game, or is it only Classified Competence they benefit from?
Read Tome of Corruption from Warhammer Fantasy Roleplay 2e. Lots of Black Crusade rules are directly based on this book.
Pages 236-240, "Designing new Daemons" contain the info you need.
You could also use rules from DH1 Daemon Hunter, but ToC tables for daemon appearance are better.
I'm not a huge fan of the character sheet in the core book. I found a nine page one on Dark Reign, but while that let's me have more information on the sheet it's bloated paper wise. Does anyone know of a good DH2E character sheet floating around?
Honestly I'm almost tempted to just make an excel sheet (I need a binder for every character I'm stating up for the game I'm about to run) and template it from there, but I'd like to avoid that if I can since I know I'll never be happy with what I make.
Hey guys, could someone post the stats for basic ork boys and gretchin? I tried going through the references but I couldn't find any actual stats.
WS BS S T Ag Int Per WP Fel
37 19 46 44 30 24 32 26 21
Movement: 3/6/12/18 Wounds: 12
Armour: Flak armour (Body 2). Total TB: 8
Skills: Intimidate (S).
Talents: Bulging Biceps, Crushing Blow, Furious Assault,
Hardy, Iron Jaw, True Grit.
Traits: Brutal Charge, Make it Work, Mob Rule, Sturdy,
Unnatural Toughness (x2).
Weapons: Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18;
Reload Full; Inaccurate, Unreliable), Shoota (60m; S/3/10;
1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable),
Big Shoota (80m; S/3/10; 1d10+6 I; Pen 1; Clip 40; Reload
Full; Inaccurate, Unreliable), or Choppa (1d10+7 R; Pen 2;
Gear: 2 Ammo clips, shiny bitz, 1d10 Ork teeth (“teef ”).
WS BS S T Ag Int Per WP Fel
18 34 18 19 44 33 37 22 24
Movement: 3/6/12/18 Wounds: 7
Armour: None. Total TB: 2
Skills: Awareness (Per), Concealment (Ag), Dodge (Ag),
Search (Int), Shadowing (Ag), Silent Move (Ag).
Talents: Heightened Senses (Hearing).
Traits: Mob Rule, Size (Scrawny), Unnatural Toughness (x2).
Weapons: Grot Blasta (30m; S/-/-; 1d10+3 I; Pen 0; Clip
5; Reload 2 Full; Inaccurate, Unreliable) or Slugga (20m;
S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate,
Unreliable), sneaky boot knife (1d5+1 R; Pen 0).
Gear: 1 Ammo clip, shiny bitz, 1d5-2 Ork teeth (“teef ”).
Taken from Koronus bestiary for RT. You can probably find profiles in some other books as well, but this is literally the first that I found.
ANd this is from OW core
Ork Boy (Troop)
37 24 46 44 30 24 32 26 21
WS BS S T Ag Int Per WP Fel
Movement: 3/6/12/18 Wounds: 12
Armour: Flak armour (Body 2). Total TB: 6
Skills: Athletics (S), Intimidate (S).
Talents: Bulging Biceps, Crushing Blow, Furious Assault,
Hardy, Iron Jaw, Street Fighting, True Grit.
Traits: Brutal Charge (1), Make it Work, Mob Rule, Sturdy,
Unnatural Toughness (2).
Weapons: See below†.
Gear: Shiny bitz, Ork teeth, used as currency (“teef ”).
†Slugga Boy: Slugga (Pistol; 20m; S/3/–; 1d10+4 I; Pen 0;
Clip 18; Reload Full; Inaccurate, Unreliable), choppa (Melee;
1d10+6 R; Pen 2; Tearing, Unbalanced).
†Shoota Boy: Shoota (Basic; 60m; –/3/10; 1d10+4I; Pen
0; Clip 30; Reload Full; Inaccurate, Unreliable) or big shoota
(Heavy; 120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Reload
Full; Inaccurate, Unreliable).
†Loota Boy: Deffgun (Heavy 200m; –/–/10; 2d10+3 X;
Pen 6; Clip 80; Reload Full; Tearing, Inaccurate).
†Burna Boy: Burna (Basic; 20m; S/–/–; 1d10+4 E; Pen 2;
Clip 6; Reload Full; Flame, Spray, Unreliable), or burna (Melee;
1d10+5 E; Pen 5; Power Field, Unwieldy).
WS BS S T Ag Int Per WP Fel
18 34 18 19 36 33 37 22 24
Movement: 2/4/6/12 Wounds: 7
Armour: None. Total TB: 2
Skills: Awareness (Per), Dodge (Ag), Stealth (Ag).
Talents: Heightened Senses (Hearing).
Traits: Mob Rule, Size (Weedy), Unnatural
Weapons: Grot blasta (30m; S/–/–; 1d10+2
I; Pen 0; Clip 5; Reload 2 Full; Inaccurate,
Unreliable), slugga (Pistol; 20m; S/3/–; 1d10+4 I;
Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable),
sneaky boot knife (Melee; 1d5+1 R; Primitive).
Gear: Shiny bitz, Ork teeth (“teef ”).
There's also an Ork Boy in DH 2E's Enemies Without, but the statblocks aren't easily pasted.
They're much simpler, with only the Crushing Blow talent and Unnatural Strength and Toughness (both 1) traits.
Oddly, Boyz are only stated with Shootas in DH2E, though the stats for a Choppa are available from the armoury or Nob statblock.
Also, Tome of Blood has stats for Berin orks - orks trapped on a planet that was dragged into a warpstorm. As a result, they lack many comedic elements of a "standart" ork, replaced with even more straight and simple brutality. They also seem to very slowly go chaos.
This is a statblock for Berin ork boy.
Berin Ork Boy (Troop)
40 15 45 45 20 20 30 25 20 – –
WS BS S T Ag Int Per WP Fel Inf
Movement: 2/4/6/12 Wounds: 14
Armour: Hides (Body, Arms, Legs 2) Total TB: 6
Skills: Intimidate (S), Operate (Surface), Survival (Per).
Talents: Berserk Charge, Furious Assault, Iron Jaw, True
Grit, Unarmed Warrior.
Traits: Brutal Charge (3), Sturdy, Unnatural Strength (+2),
Unnatural Toughness (+2).
Weapons: Berin choppa (Melee; 1d10+7 R; Pen 2; Tearing,
Unbalanced), snappa gun (Melee; 1d10+6; Pen 0; Living
Weapon†, Tearing), buzza bomb (Thrown; 18m; S/–/–;
1d10+5 X; Pen 0; Clip 1; Blast , Crippling , Devastating
, Living Weapon†, Primitive ).
Gear: Tattered clothes, bits of shiny metal, assorted
tasty snack Squigs.
†Living Weapons inflict one additional hit for each Degree of
Success on the attack roll.
Mob Rule: All Orks produce latent psychic energy that makes
them feel more confident and aggressive when they gather in large
numbers. For every additional Ork within 10m, the Ork receives
a bonus of +10 to resist the effects of Fear and Pinning.
Waaagh! on Wheels: Any Ork (including Mekboyz and
Weirdboyz) can be upgraded to a Bikerboy, gaining the Operate
(Surface Craft) (Ag) +10 Skill and an Ork Bike (counts as a
Messian Outrider but with twin-linked Dakkaguns (Heavy;
75m; –/–/7; 1d10+6 I; Pen 2; Clip 100; Rld 3 Full) and no
Sidecar option; see page 49 for rules).
Blood for da Blood God: Something within this planet
often infests some Boyz with even greater rage and fury
than usual, leading them to abandon proper Orky Kulture
and their gods Gork and Mork to follow a darker, even
bloodier path. Shunned from their tribes, they wage their
own wars upon any foes they find for their own god of
slaughter and skulls. These Bloodboyz gain the Frenzy
and Two-Weapon Wielder (Melee) Talents but can only
use a pair of choppas in combat. They only can gain the
Mob Rule from other Bloodboyz, and other Orks do not
gain its benefit from nearby Bloodboyz.
You know, I find it vaguely irritating that they just keep nerfing and simplifying orks. It's not as if 6 TB is -that- impossible to get past. That and I like orks to be at least somewhat scary, and part of that is the "You're in deep shit if they connect" thing. Cue FFG, in their wisdom, nerfing ork weapons till they're near universally less powerful than Imperial equivalents. Then they spent half of the NPC section of Enemies Without regurgitating more fucking Eldar bullshit and nerfing them at random too. Nothing weird or unique like the Egarians or Rak'Gol or Slaugth. Just the same tired shit we've seen two or three times now, nerfed and buffed at random. When did FFG turn into GW?
I have awful handwriting for tiny spaces, and I'd like more room for notes for talents and special abilities and psychic powers so I don't have to spend as much time looking them up until I know how they work.
Well obviously the sticks up your ass resonate in frequency, calling down the blessing of the Spiritual Liege and ensuring you never fail, so long as you keep reciting the manual every 2 minutes.
Can't speak to the other lines, but the thing about DH is that Orks aren't really a feature for the Inquisition. It's a REALLY niche campaign that gets Orks into the crosshairs of the Inquisition, and other than perhaps using Freebootaz as wandering damage on the way to a heresy, they don't make much sense.
I guess they just statted the Freeboota with an eye toward the NPC Reinforcement, and then scaled the Nob and Boy off that.
It's shitty, but Orks really don't belong in DH much.
>It's shitty, but Orks really don't belong in DH much.
Unless you want to take a page from Deffwotch and go for missions like "Prove Lord Kommissar Hatgrabba The Heretic Smasha is a filthy xenos infiltrator."
Do you guys have any reoccurring characters?
Do you guys have any connected campaigns?
I've done a Deathwatch and Rogue Trader campaign with the same "core" of the group, and now we're doing Dark Heresy, the plot between these games has all been connected and pretty much all of it has taken place in the Jericho Reach.
Some characters that keep showing up just to name a few are, Ahzek Ahriman, Inquisitor Hermanicus (PC), Grimshaw (PC) Veteran Dreadnaught of the Space Wolves currently employed by the Inquisitor. And my personal favorite, Carlos Santiago a bounty hunter/mercenary who is as ridiculously Spanish as his name makes him sound.
If my group holds together over the next few years I plan on us doing an Only War, Black Crusade, and finally a
Dark Heresy Ascension/Grey Knight/Deathwatch campaignto tie it all off
>Do you guys have any reoccurring characters?
>Do you guys have any connected campaigns?
Sort of. All my campaigns take place in the same sector, but not always at the same place in the timeline of M41. But generally, the shit they deal with is connected in some way simply because I like seeing my players exasperation when they realize they're dealing with a slightly different version of the same bullshit they've purged before.
I've recycled some NPCs that nobody noticed nor cared that much about, but really the only reoccuring character was when someone played the same Chaos Space Marine across two Black Crusade games.
Pity he can't play with us any more, but unlike the rest of us he actually has a full time job and responsibilities.
I disagree, one of the major ordos is specialised in dealing with xeno threats, and orks are the most common by far, how can you think the inquisition wouldn't be all over their activities?
My RT game is psuedo generational. They play scions of the same dynasty each time, and every couple campaigns or so we drop down a generation. Appearances from former PCs turned power players are pretty much expected by now. As a sampling
>Original generation RT managed to scheme her way into becoming an Ordo Xenos Inquisitor
>Said OG's bratty arch militant kid sister is now queen of a pirate fleet
>Second most successful RT owns a frontier world and managed to acquire Spess Israel, currently infested with Spess Kebab courtesy of the Word Bearers.
>Former Missionary is currently working her way to a post in the Sector Synod thanks to helping attempt removal of aforementioned Spess Kebab.
>The dead kunninest ork I've ever seen is currently zooming around unexplored space in a kroozer on a continuinf mission to seek out new life and new civilizations and krump them.
> Do you guys have any reoccurring characters?
Yeah of course
> Do you guys have any connected campaigns?
We'e played 3 "campaigns." One was a DH 2E game from launch, going through the published adventures with one GM. Then I ran an extended DH2E one-shot I'd written for a convention game. Now I run a Rogue Trader game (though we're using DH2E rules.)
The first game was all brand new. My character's name is "Bones"
The DH one shot saw the acolytes working for an Inquisitor Bones. They were delivered to the planet for heresy by a Rogue Trader ship in the employ of Bones. They were basically total fucking assholes and fucked up their investigation royally.
The RT campaign started with a kill order from Bones, explaining that these acolytes were morons and needed to die. So they had to fight their own characters. Bones then sent them straight into a Dark Eldar trap as a reward, because he has an asset who's close and needs their unwitting support. They need to stop following Bones' tips.
The one shot as a prelude to the campaign was nice, because they rolled new characters and figured since it was a one(ish) shot, they just needed to be combat monsters. They bungled everything, and looted the nobility for their heirloom power and bolt weapons and such.
Then they greedily eyed the gear as a reward for finishing off their old acolytes, but their first fight with half the acolytes left them so rekt that they just decided to shoot the other half down while their surface shuttle was approaching the ship, destroying their loot in the process.
Because outside of Freebootaz, Orks just fucking fight. How do you handle Orks? You fight them. That's a job for the IG or Astartes.
The Inquisition and--more relevant to the discussion--the elements of the Inquisition that Dark Heresy is modeled around is about investigation, plotting, scheming, and discovery. Orks don't have power within the conventional structure of the Imperium like heretics. They don't hide amongst the population like genestealers or leave behind tainted and corrupted artefacts like other xenos. They don't prey upon, tempt, and trick noble and loyal Imperials like daemons. Orks just show up randomly and start fighting, and they stop fighting when you outfight them.
You can investigate on the activities of pirates to estimate routes they could take and the damage they could do if they got in contact with the imperium, follow merc groups and duly note the imperial commanders more willing to use their services, visit planets that have a sizeable feral orks presence to judge if they are reaching critical mass, keep an eye on rising orks among the tribes to preemptively kill potential warbosses that could start up a WAAAAGH, regulate tribal conflicts by helping the weaker side in order not to allow a major force to gather...
Those are all jobs you could do as the inquisition; IG has some specialists but is usually less subtle and is rarely equipped for that, DW is the obvious choice but numbers are low, and it's usually used after most of the job in those missions has been done and it's time to get dangerous.
That is shit for generals and strategists in the IG to do.
If there are feral orks and there isn't anything of worth around them, just bombard them from orbit and send in some guard to do cleanup.
IG gets called when it's too late for that, all of those missions happen before it's time to call in either astartes or other armed forces, it doesn't mean they don't involve violence. The IG is a reaction force, they don't go around looking for things to do like marines sometimes do.
>Do you guys have any reoccurring characters?
>Do you guys have any connected campaigns?
This is an awful idea. It cheapens the experience of the players when they're picking through the remains of previous parties.
And why didn't the recurring NPCs solve the problem the PC's are supposed to solve already? The attention should always be on the PCs, never the NPCs.
>This is an awful idea. It cheapens the experience of the players when they're picking through the remains of previous parties.
Fuck you I'm enjoying playing in a sector forever tarnished by our previous party's incompetence very much
Are you stupid?
My group was giddy as hell when they realized they were visiting the tomb of a former Rogue Trader PC from our old Rogue Trader campaign.
It really helps reinforce the consequences of their actions.
You're a moron. "If you do well, your PCs will reappear in later games as power players" is a major perk and incentive to stick it out. A persistent world is awesome for motivating PCs.
Why would important people involve themselves in directly dealing with problems that peasants are more suited for, or is way under their radar because they simply deal with problems of different scales or different problems all together?
Not really, the galaxy is fucking enormous. As an example, the PC that became an Inquisitor is constantly dealing with heretic and crap offscreen that the current PCs likely never hear about unless they get ass deep in fighting heresy or a Throne Agent hires them for something, in which case she might offer some limited help or induct them as Acolytes or Throne Agents. The planet owning RTs are caught up in running planets and/or dynastic politics. Meanwhile the PCs are trying to earn new fortunes and might get a payoff to join a former PC's bloodline, but that leads to more plot.
Maybe 2 of those are things that Inquisitors would do.
There is no value to the Inquisition in keeping Orks around. The Inquisition is more likely to be investigating the shitbag Commissar who didnt immediately execute the Imperial Tactician who decided not to just fucking exterminate the Orks instead of trying to play ME ORKY WARBOSS POLITIK
How many major games has it been now, let's see. Not counting single episode specials, Five sequential games, one in progress, and two planned, all connected to each other.
Six if you count non 40k games.Each team helping and affecting the others in different ways. It's always fascinating to see. Especially when players see a PC from a previous game, or an NPC previous players helped, and deal with as well.
The imperial tactician doesn't play anything at all, because you not giving the ordo xenos any mission left the IG without fucking intel. And the imperium does regulate ork politics with assassins and the like when possible, because it's easier and cheaper than moving a whole fleet and army. Said so in the old assassins codex as well, and assassins move because of inquisition intel.
Are you really believing orks are not monitored because "LOL THEY'RE EVERYWHERE ANYWAY!!" ?
>Are you really believing orks are not monitored because "LOL THEY'RE EVERYWHERE ANYWAY!!" ?
No I just understand the difference between the Inquisition and fucking military reconnaissance.
Intelligence agencies can and do gather intel for the armed forces, while the IG is usually called when necassary and doesn't actively go around looking for stuff like the one I mentioned, first of all because the IG itself can't even move a ship, that was the whole point of splitting the army and the navy in the first place. The military recon you described happens when the situation has already developed in such a shitstorm that the IG gets called to intervene, the things I mentioned all happen before that.
Oh right the Imperium is a gigantic faith-powered war machine who fights battles on tens of thousands of fronts simultaneously, but there is absolutely no military presence on any planet where Orks and humans co-habitate capable of figuring out that the largest fucking Ork is in charge and the biggest Ork warband is the most dangerous.
Stop doing mental gymnastics to fit dumb proto-fluff. "Sometimes Assassins target Orks" is the dumbest possible explanation for the idea that the Ordo Xenos gives two flying fucks about local Ork politics when there are ACTUAL XENOS THREATS who infiltrate, corrupt, and undermine the Imperium, as well millions of xenos artefacts scattered across the galaxy, any one of whose presence on an Imperial world could doom the entire populace.
But yea Warboss Brainrot is TOP FUCKING PRIORITY, Lord Inquisitor, you betcha. Idiot.
No need to call names just because you like to think that the most present xeno threat would be ignored by the main ordo dedicated to fighting xeno threats. You seem to forget that sometimes in the IG you get shot for insinuating that Orks have infiltrators (but apparently canon is not relevant when thinking about the setting), so I really can't see how you can be so confident in the IG intel gathering, especially when an officer can't step a foot outside of a planet they're in without giving an escuse to call him traitor to whoever is looking. So you'd have an IG tactician, moving men that he shouldn't command with ships he shouldn't have, in places where they shouldn't be, to find battles they are not called to fight yet. That is quite honestly a much bigger stretch than the idea of alien experts following alien activities.
You don't want orks in your games anon, we got it, good for you that FFG thinks the same.
You are unimaginative.
>sending new PC group after fuckup PCs
That's pretty awesome.
Who is going to be best to liaise between Imperial forces and Blood Axes? A bunch of Guard jarheads or specialists in human-alien relations from the Ordo Xenos?
Perhaps a group of covert operatives need to spy on an Ork camp, and local PDF are engaged or incompetent with no time to wait for Munitorum responses.
Maybe you need to determine if pesky dissolute nobles are allying with feral Ork clans to make power plays against the Governor or Imperial forces.
The Acolytes must stash their gear, pose as slaves, incite a slave revolt against the Orks, and make their escape in the confusion after killing a few key targets.
Your Inquisitor needs sample specimens of various Orkoid species, dead, alive, etc. for various experiments, or needs you to test various weapons and toxins against them to determine their effectiveness in the field.
Orks show up from the dark holds of the ship you are on, or the Space Hulk you are searching for archaeotech on.
Boarboyz cut off your route to civilization and a spaceport after going under deep cover investigating a Chaos cult in the woods of a frontier world and think you are a part of that cult, but you must convince them (through Acolytes versed in dealing with aliens in general and Orks in particular) that you are not, and convince them to allow you to lead them to the cult and make your escape afterwards, un-krumped.
This shit is not difficult. >>44758553 gets it, why don't you?
That's so cliche.
All of those operations >>44758553 listed aren't for generals and strategists, I don't know why you'd think that. Generals and strategists use information from intelligence sources (which the Inquisition could certainly act as) to direct troops against an enemy (or choose not to).
Stick in the mud. Just because you can't do it right doesn't mean no one can.
There's a shitload of background about Imperial-Ork relations you clearly haven't read. Lurk moar fucking n00b.
I don't know if you've noticed a recurring theme in 40k about the military and all its resources being stretched thin as gossamer and acting almost purely as a reactive force, but if you haven't, you clearly haven't read enough background to claim expertise. Do what I told the other tardlet to do.
Sanguinius fucking wept, get more rekt.
>So you'd have an IG tactician, moving men that he shouldn't command with ships he shouldn't have, in places where they shouldn't be, to find battles they are not called to fight yet.
>But yea Warboss Brainrot is TOP FUCKING PRIORITY, Lord Inquisitor, you betcha. Idiot.
>what is this? A warboss claming to be the prophet of gork and mork? LOL what a lunatic fag, just ignore him, what could go wrong?
While this true in magnitude, it's not true in direction.
Tabletop game designers for whatever reason are exceptionally demonstrative in various social justice efforts, to the extent that many of them happily declare themselves as such.
That said, hobby gaming clearly skews towards a queer demographic that wants better representation and is vocal when products are needlessly poor at it. To your point, this isn't a conspiracy, it's just a changing marketplace.
How do I challenge a cybernetically resurrected character? And it doesn't necessarily have to be through combat. He is one tough son of a bitch with 2(5 with carapace) armor and 7(5+2) TB on extremities thanks to augmentations. And challenge not as in punish, but make an encounter somehow special due to his state.
He is also the brains of the team and can get all sorts of forbidden knowledge thanks to his space station background.
>still not getting the point that the imperium can't afford to destroy every ork tribe with a fleet and an army
>thinking that even if they could afford to send an expedition against every ork-held planet it would be a simple task to take them out
Just no anon, it's made perfectly clear in the fluff of the last decades that orks are everywhere and hard to remove, while the imperium is stretched thin as it is. The idea that the inquisition would either just ignore orks or have the power to "not keeping them around" like someone up thread said (implying you can just wish orks out of existence) is flat out wrong.
And before the HURR DURR EXTERMINATUS/ORBITAL BOMBARDMENT crowd comes in, planets have value, those are used when you don't care what's on the surface or the situation is so dangerous that it's the only chance left, like with daemonic incursions or nids eating everything. Nids themselves made an inquisitor use the scorched earth tactic and the imperium got mad quickly, you can't just go and ask for a fleet to pass by for every warboss you see.
Have him work as part of a bigger project so that he not only has to use his skills, but interact with others around him as well? You can be a combat monster and a genius, it doesn't necessarily mean you'll be useful if you drop spaghetti every time there's an issue with a coworker.
But the other players (almost) treat him like normal after the initial remarks about his being a walking bucket of bolts now.
The premise is they are going through a hospital complex in a race for survival.
Not to mention the exterminatus itself is an expensive expedition, requireing archeotech, the displacement of a fleet, the presence and approval of both a space marine chapter fleet and an Inquisitor.
I think there's some confusion between two different types of intelligence gathering. The military doesn't get involved until a military intervention has been deemed necessary. It's the job of intelligence agencies to determine whether boots on the ground. In this case, the Ordo Xenos. And given the vast bureaucracy of the Imperial Guard, I'd say it's more expeditive to employ the Ordo Xenos for such time-sensitive tasks. And before someone says "b-but the planetary garrison...!" well, the planetary garrison is likely to be a bunch of greenhorns who've never left their planet, and therefore unsuitable for effective surveillance.
You still need expert knowledge on a given xeno species to investigate and determine whether this particular group will escalate to the point of becoming a meaningful threat and exceed the capabilities of the local defenses.
I really don't get how this is so hard to understand, or even imagine by some reactions in the thread. You need eyes everywhere you can. IG has recon elements and astartes have scouts, but even those act only when someone else got the intel to tell the regiment/chapter where they should deploy. And even then, sometimes you end up with embarassing shit like taros, where the avenging sons came in a blaze of glory to eliminate a planetary governor that wasn't there, or the raven guard itself, that assaulted the ork-held kastorel novem to find an ork on a planet full of orks, obviously without finding it, and now their planet is on the path of a heavily mechanised WAAAAAGH! .
A full blown WAAAAGH starts when orks reach critical mass, that means they most probably took one planet already, and it basically never stops after one or two, or it wouldn't be a WAAAAGH at all, so the notion that orks are not a threat because Governor McFuckinstein choosing to evade taxes for a few months because he needs money to buy himself a banshee harem from some DE slave trader is more important makes no sense. Yes, I realize there are legitimate alien threats, that's the reason why the ordo xenos is one of the main branches. And somehow we should believe that the alien specialists are not the ones keeping an eye on aliens?
Fair point. I suppose the Ordo Xenos could always strong-arm the garrison into handing them a couple of men to supplement their investigations when/if local knowledge becomes relevant.
Of course, I never said that these mission would preclude IG veterans to be gathered to work alongside the more subtle elements of the cell, just that there wouldn't be a whole army behind them.
That could work, you'd have the best of both worlds, military background and access to better toys, maybe even with less regulations if you get a boss that knows how you should work. It's one of the paths my OW campaign could take, depending on how the players act if the inquisition shows up.
Glad I'm not alone. I run one large meta campaign, essentially. Both Deathwatch campaign I run influence each other, although the two groups are in no way connected or know about the other group. NPCs set is the same in the both campaigns, although understandably only a small portion of them overlap.
I'm waiting to see if the astral claw captain manages to blackmail my first group into assassinating Ebongrave, with the second group likely to help managing the mess caused by change of leadership.
I also occasionally run one shot adventures, which are also indirectly connected to the main campaign, although the players are not aware of this yet seeing our schedule is rather solid so one-offs are rare so there isn't a lot of room to continue presenting them the finale as it were.
Not sure if this counts, but I also essentially run one on one downtime adventures with my players via text on a basis of their backstories, so most of them have their share of secrets, plots and actions behind them underneath the main campaign(s).
These things rarely surface, but they visibly influence their decisions during sessions. Being able to see the full picture pleases me to no end.
Rogue Trader 2nd Edition when?
Feel like starting up a new PC
or short storyand just wondered if anyone knows if this background is legit:
>PC was orphaned at a young age and was taken under the wing of an orphanage of the ADMech. However before he could be moved on to a fully fledged TP, it's discovered that the sect is heretecal and thus swiftly destroyed. The PC escapes but does not have the full run of implants needed to be a TP.
Could this be a totally legit background?
Basically he lacks the implants but is considered hereteck by at least more puritan Admech.
Perhaps he was adopted / mindcleansed by the ones who killed the orphanage? Escaping that destruction and then surviving seems bit scretching it.
I'd have it that the files were being wiped during the siege and the TP just ran into the lower bit of the hive where it's pointless to search for people in the masses of scum.
He ekes out an existance as a junk trader/repairman
So basically you want a techpriest who does not have the implants for whatever reason (you dislike them?)
Can be done with different ways than techpriest orphanages. For example a smart but unofficial helper of Techpriest (perhaps guided to become priest) is taught a lot but then his master dies before he could be actually joined to Cult.
And then there are those who are just initiated (vassalised?) to Cult but lack implants.
Or proper Hereteck. There is many other possibilities than that
Which does not sound that legit. Being TK is part because of the implants. One can be tech-savy person without being Admech,but it is difficult. Just stuff what PCs are for
What is the purpose of the PC? Just a techpriest-without implants or something else entirely?
Not all PDF are greenhorns. Most planets have a core of professional soldiers supplemented by draftees. On a population with several billion people, this will be tens of millions of professionals accompanied by hundreds of millions of draftees. The professionals on the ground will likely be structured like your typical Imperial Guard regiment while their space and air forces will be reminiscent of the Imperial Navy. In addition to these military forces, the planet will also have millions of enforcers which are basically paramilitary police.
A planet that size will also have a significant Mechanicus, Ministorum, Imperial Navy, Imperial Guard, and Arbite presence. The Mechanicus have their own standing armies so you can expect a dozen or so Skitarii legions with perhaps a demi-legion of light and medium titans. The Ministorum will have a load of Frateris Militia they can call on in addition to several thousand sisters of battle. The navy may have a squadron of capital ships with escorts stationed in orbit likely with their own naval station to boot. The Imperial Guard will likely maintain some kind of presence mainly in the form of tithed regiments waiting to be taken into space. The Arbites, expectantly, will probably have tens if not hundreds of thousands of agents spread across the planet so that they can watch the PDF and local enforcers for corruption.
All these troops are in addition to a great many static defenses in the form of bunkers, walls, layered trenches, laser defense silos, missile silos, orbital defense platforms, space stations, and defense monitors.
A true imperial world is literally a fortress and they have to be because it can take the Imperium several years if not decades to respond to an invasion.
> with perhaps a demi-legion of light and medium titans.
Titans almost exclusively seem to be stationed on Forgeworlds when not campaigning and I can't recall any fluff that contradicts that.
>The navy may have a squadron of capital ships with escorts stationed in orbit likely with their own naval station to boot.
Correct me if I'm wrong, but in Imperial Navy lingo doesn't capitol ships mean "cruiser class and above". A full squadron of them stationed at a 'regular' Imperial world would be highly unlikely (unless it is of some strategic importance), as the sector Battlefleets generally seem to station their larger vessels at their personal fortresses and the Imperial Navy in general seems reluctant to have permanent squadrons stationed in places unless said location is strategically important, so it's unlikely for a navy squadron to be stationed in the first place, especially one of such significance as a capitol ship squadron. However, encountering Navy squadrons passing through the system or resupplying in it as they patrol the sector would not be unlikely.
Instead of capitol ships, most Imperial worlds would likely have a fuckload of system monitor ships, frigates, destroyers, and raiders without warp engines and using that rough third of the ship that frees up to add heavy armor and bigger guns. Not to mention a variable number of regular escort class ships, visiting capital ships, and a number of Chartist transports and Q-ships with their own escorts. Also various defense stations, as mentioned.
Also stable Ordo Xenos presence, if it's a major imperial world with local xeno population. They'd do the aforementioned kind of intelligence gathering.
However, it's unlikely a major Waagh would arise from a major imperial planet. Chaos corruption is more likely, in which case the Ordo Malleus is the foremost intelligence agency for the job.
And by the way, at least according to the Only War rulebook, Imperial Guard response time varies between months and years, not quiiite decades. Unless something goes seriously wrong (i.e. transports getting trapped in the Warp).
But yeah, the average PDF has to have the capabilities to hold out for some time against a dedicated invasion. In relation to the value of their planet, of course. Ultimately, however, reinforcements are always necessary.
I would like to roleplay Only War and be the GM. Does anyone have any good sources (videos/pre-made adventures I can read) and so on to get an overall feel of the game?
I'm not quite sure how I should tackle roleplaying it.
>Unless something goes seriously wrong (i.e. transports getting trapped in the Warp).
Don't forget the Shadow In The Warp of Tyranids cutting off distress calls and reinforcements, the unfortunate way Chaos has of making astropaths' heads go pop, or more generally any ways the enemy could stop the distress call going out in the first place.
Step one is figuring out with the players what regiment they want to build with their points. That will, in turn, tell you what kind of game they want. They pick up Penitent World Light Infantry with the Doomed trait? They want to die. A lot. A pack of elite, undermanned grenadiers? They want to kick in the door and kill the baddies and be Real Imperial Heroes. Etc. The regiment shapes the game in a major way, so it's hard to give advice without knowing what slice of it you and your players want to run around in.
A world with several billion people will have tens of millions of tech adepts. Since the Mechanicus is essentially an empire within an empire, they have their own military which functions also as a police force. Assuming there's tens of thousands of these guys, it's not unlikely that they have half a dozen or more small titans. These guys will probably be stationed around the planet's forge which is the place all advanced manufacturing take's place. It's essentially Mechanicus soil.
As for the capital ships i.e. cruisers, I don't think it's unlikely that a world this size will have a squadron of them plus escorts. A world with billions of people may or may not be the capital of a subsector after all. Also, I never said it wouldn't have other protection. It probably has a score of space stations, a couple hundred orbital defense platforms, a hundred defense monitors, and a thousand system ships. This is addition to a couple thousand laser and missile silos on the ground.
Even all with all these defenses, the world isn't really immune from invasions. All a large Ork or Chaos fleet has to do is push past a section of the orbital defense, land, and devastate the local infrastructure. Even with years of supplies stocked away, most of the planet could starve before the Imperium responds with a relief force. In addition, all these defense don't mean jack when Chaos can subvert half of your army.
>will have a squadron of them
Capital ships are only squadroned when major shit is going down even by Imperial standards, not as standard doctrine. You might see three capital ships to a world plus escorts, but they won't be in a squadron and likely spend most of their time patrolling the system and its general space for pirates and smugglers.
>it's not unlikely that they have half a dozen or more small titans.
No, NO, NOOOOOOO
Christ you are so wrong it hurts.
God damn a dedicated forge world is a massively big deal if it even has one titan.
God damn even imperial knights are rare as fuck and there are free blade knight houses that fly around selling themselves to the highest bidders.
God damn, fuck you just gave me cancer.
Hmm I assumed a squadron was 3-8 ships. Assuming a sector has 100 capital ships and 2-3x escorts, it shouldn't be unusual for an important world to have a squadron assigned them. Also I never said they'd just sit. Of course they're patrolling.
Yes, and I suppose a single regiment of IG conquers a whole world and there's only a million space marines, maybe a couple million storm troopers. GTFO faggot. Just because GW and BL authors have a terrible sense of scale doesn't mean we the people who actually run games in a universe that tests the verisimilitude of the players do. Even assuming titans are an order of magnitude more difficult to construct than void ships, a LARGE concentration of tech adepts should at least have a few along with their vast legions of Skitarii.
>A world with several billion people will have tens of millions of tech adepts. Since the Mechanicus is essentially an empire within an empire, they have their own military which functions also as a police force.
And yet Mechanicus doctrine and established fluff dictates that Titans are stationed on Forgeworlds exclusively. You seem to have a gross misunderstanding over how rare big deals Titans are, even the Scout titans. They don't just park that shit on random ass worlds where they have a presence. That's what the Skitarii are for. Or even better, the Imperial Guard they hide behind because the Mechanicus expends as few resources as possible and shoves the burden on the Imperium if they can. Also, the Mechanicus probably mostly oversees a metric fuckton of sanctioned laymen rather than doing all the plebwork themselves.
>As for the capital ships i.e. cruisers, I don't think it's unlikely that a world this size will have a squadron of them plus escorts.
It kind of is because the Imperial Navy is stretched rather thin in practically every sector. Basically, see this guys >>44775329 explenation for PDF fleets. The rest I have no real complaint with, honestly.
Honestly, you seem to be operating under a dissonance over whats reasonable and what's actual fluff numbers. It's not necessarily wrong if you scale everything up, but it can go somewhat against the tone of how the setting deals with certain things, such as warp capable warships and Battle Titans.
Unlike this guy >>44777887 He's fucking retarded. But I'll address him specifically.
In Imperial Navy lingo, a Squadron is specifically a group of 3-6 ships trained to move and shoot in formation and in unison, as a cohesive unit. In their tactical doctrine, escort-class ships are typically squadroned together and set to escort a single capital ship. The capital ships themselves are only squadroned when major fucking shit is going down and they need 3-6 capital ships broadsiding the same target at once. Capital ships tend to operate semi-independently, so they're more properly referred to as a battle-group, because squadron denotes an entirely different tactical situation.
>Just because GW and BL authors have a terrible sense of scale doesn't mean we the people who actually run games in a universe that tests the verisimilitude of the players do.
G-guys j-just because canonically I'm wrong d-doesn't mean I'm wrong.
Actually, you're the dumbshit here you ignorant fuckwit.
>God damn a dedicated forge world is a massively big deal if it even has one titan.
All Forgeworlds that have so far been mentioned have Titan LEGIONS, which number around 100 Titans of varying classes if Forgeworld are to believed. So basically, you're fucking wrong.
>God damn even imperial knights are rare as fuck and there are free blade knight houses that fly around selling themselves to the highest bidders.
And again, you're wrong. Freeblade Knight houses are not a thing. Freeblades are individual Knights, that are in essence Freelancers. They're singular individuals, not full Houses. And honestly, while I have seen no outright stated numbers for them, but Imperial Knight Houses seem to be fairly common, Imperial Knights are implied to be something the Imperium has a good handle on how to manufacture since they seem to do it as an afterthought whenever it's mentioned in the fluff.
So in short, no Anon YOU are the cancer.
>Even assuming titans are an order of magnitude more difficult to construct than void ships
Are you a fucking idiot or do you know nothing about titans at all? It's not that they are more difficult to build, they are IMPOSSIBLE to build. Noone even knows how they built the ones they already have let alone making more of them.
>Are you a fucking idiot or do you know nothing about titans at all? It's not that they are more difficult to build, they are IMPOSSIBLE to build. Noone even knows how they built the ones they already have let alone making more of them.
No Anon, you are the fucking idiot. Titans are laborious and time consuming things to build, but the since they are a Mechanicus fucking invention rather than a wholly STC design they know exactly how to build the god damn things and they know it well.
>Imperial Knights are implied to be something the Imperium has a good handle on how to manufacture since they seem to do it as an afterthought
Except where it's explicitly stated that the knights where built as tools for early colonies and are passed down in the families. Hence why scions literally have ghosts yelling at them all the time
By assuming that every "true" imperial world would have billions of soldiers, thousands of ships and hundreds of space forts your sense of scale looks skewed as well, remember that many imperial worlds have populations in the millions or even less, and often controlling a planet just means taking its spaceport or a research station. Not every world is cadia or armageddon.
Yes and those Knights were not the exact same as Knights are now. And it's explicitly said that the Imperium produces new Knights all the time to replace losses. And Scions have the whispering ghosts of their ancestors residing in the Throne Mechanicum because of a side-effect of the Rite of Becoming, as when a Scion bonds with a Throne Mechanicum part of their personality imprints on it, which gets left behind as an "ancestral spirit" when they die.
Hive worlds are in a different order of magnitude altogether. 5 billion+ is a large civilized world or a small hive world. Larger hives can get fairly high into the tens of billions.
I seem to recall reading that Titans are deployed on more than forge worlds i.e. explorator fleets and other outposts. Assuming a sector has on average one forge world and that each forge world has several titan legions, I don't think's it's unreasonble to conclude that they have one legion spread out over their holdings throughout the sector.
I'm just going off the population a earth like world could sustain with would basically be billions of people. Basically I see the evolution of Imperial world going like this. All previously non-settled worlds start out as a frontier world. These have populations varying from tens of thousands to a several million. Once the world grows in population, it then either becomes an Imperial World. These have populations ranging from tens of millions to billions. Eventually, the world reaches the point where they can't grow without offworld resources. These are essentially Hive Worlds and have populations in the tens of billions or more. They get their resources from Agri and Mining Worlds.
Really, conquering a world should take tens of millions if not hundreds of millions of soldiers and the several hundred ships.
As for a fortress world, I assume a fortress is basically world that has more soldiers than it can naturally sustain. Most Imperial Worlds probably have 0.5-1% professional soldiery and a load more reserves. On a fortress world, you could potentially have the whole population be soldiers. No world could afford that on its own so these worlds are propped up by the Imperium to blunt significant threats.
>several hundred ships.
Not really, no. You only need a few dozen capital ships and maybe 2-3 times that many escorts at the very most, because 40k ships are ludicrously rare and powerful. You need enough to batter down the fleet and defeat any anti-orbital defenses. Then, once you have orbital superiority, you can take about a day to bombard the planet and obliterate everything you don't want to take and that isn't a fortified underground bunker. Then you send in the army and air force to take whatever you didn't vaporize from orbit while your fleet holds picket duty in case of outside reinforcements.
>I seem to recall reading that Titans are deployed on more than forge worlds i.e. explorator fleets and other outposts.
That's what would count as 'campaign trail'. Explorator fleets that is. A titan legions stationing is always a Forgeworld, generally because it's the only world with the proper facilities to care for them over any length of time but mostly because the Mechanicus guard their shit jealously.
>Assuming a sector has on average one forge world and that each forge world has several titan legions
A sector could have several Forgeworlds, easily. Not quite one per subsector, but several. And most Forgeworlds only seem to have the single Titan Legion, with few exceptions like the big named Forgeworlds, such as Mars, Agripnaa, Lucius and such.
>I don't think's it's unreasonble to conclude that they have one legion spread out over their holdings throughout the sector.
It is if you understand how the Mechanicus operates with its military and how precious Titans are and that they have far more important shit to do than be standing guard over non-Forgeworlds.
>Really, conquering a world should take tens of millions if not hundreds of millions of soldiers and the several hundred ships.
Billions, depending on the planetary population. I can't remember the exact calculation, but in order to take a fortification and be reasonably sure of it you need to outnumber the defender by something like, 10:1.
>As for a fortress world, I assume a fortress is basically world that has more soldiers than it can naturally sustain.
Fortress worlds are actually worlds that contain more than just that. They're fortified to hell and back because they guard strategic warp lanes, other planets and so forth. Look at Cadia, for examples. It's cities are less cities and more gigantic fucking fortresses.
In deathwatch, I want to create an ultramarine tactical marine. How would this work if I got the "Tactical Expertise Option"? (instead of the "Bolter Mastery" option?)
>TL;DR: Is Tactical Expertise shit on an Ultramarine Tactical Marine?
Any cool or interesting things to give a sanctioned Psyker?
I'm pitting my Traitor Legionnaires against an imperial guard regiment and I want the Preceptor-Savant to have more interesting armaments than a psychic hood and a force weapon
Well, psychic powers, obviously. ALternatively he could have a Long-las or something similar with all the psychic powers that grant him bullshit aiming powers.
There are also psychihc powers (not sure if they are in OW but absolutely in DH2) that can buff the psyker's allies, so that could make the encounter quite interesting too if he's accompanied by a command squad/veterans.
Say, even if the psyker is only kitted out for Divination powers, he casts Prescience, Forewarning and Perfect Timing on the (presumably) Veteran Squad tasked with defending him and peppers the party with Misfortune, and the Traitor Legionnaires are suddenly having a way harder time than they initially would've.