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.
What sort of homerules does your group use? Thrones in 2e need not apply.
>What sort of homerules does your group use? Thrones in 2e need not apply.
Dodge and Parry tests directly subtract DoSes from incoming attacks on a one-to-one basis instead of "Successful Dodge/Parry blocks the attack/dodges one hit per DoS for multiattacks". It's cleaner and more intuitive for us and seems more reasonable than core.
So, got a question. We're starting up a Deathwatch game. We've got an Ultramarine Tactical Marine who wants to go Deathwatch Captain, a Red Scorpions Apothecary, an Imperial Fist Breacher Marine who wants to go Phalanx Warder (I got the pdf off one of these threads), and an Iron Hands Techmarine. I'm the GM.
We're going to be in the galactic south, to avoid Tau and Necrons. What are some of the most common enemies in the galactic south, and what would the political situation between the Deathwatch and the Imperial Adeptae be like down there? Do you think such a team can deal with political intrigues, or are they too punchy? FFG's books seem to focus on their Jericho Reach only, so i'm at a loss.
According to what little is at Lexicanum, the Tempestus Segmentum is ass-deep in xenos invaders and raiders. Probably shit-tons of Orks, Eldar, some Necrons and Tyranids. It's mostly free of Chaos, too, so plotting and secession is more of a mundane concern than the OH SHIT it is in the Jericho Reach. My advice? Set your sector someplace on the fringes and have it be currently shitstormed by nids and orks and politics.
All right. That sounds a bit easier than expected. And it really helps accentuate the Xenos Hunter aspect. I'll set it at the edges, out of the way of major trade routes and systems.
This'll be fun. What kind of modifier to a Requisition test would you guys say an Inquisitor needs to borrow (with no intention to return) a couple of Companies of Guardsmen. Their influence is in the high 70s and their subtlety is crying in a puddle of someones blood.
Assuming the bare minimum by codex regulations, a couple of companies is going to be at least a hundred guardsmen, up to around 700 if they have support platoons as well. Rough estimation here, I don't remember the details of force organization charts and the IG codex, been ages since last time I played.
You can always get the number you need for the plot anyway, regimental organization, losses and units being merged can change the numbers quickly.
That is basically nothing in the IG. Probably for a 5 or lower subtly inquisitor, +0, maybe +10 or +20 if they can offer an equal favor in exchange to whoever is in-charge of those men.
Logistics are actually up to the munitorum, usually IG numbers are of effective combat personnel, not sure how that would affect the roll. Modifier or another roll to get the munitorum to join the company?
I was under the impression that once the Inquisition had them, they were out of the Munitorums purview and that the Inquisitor in question had someone else in-house sort out the logistics? Mechanically it'd be the same and I figure it'd effect the initial test a little, but then it'd act as a steady drain of 1 or 2 influence as the Inquisitor uses small portions of his funding and power to keep supplies, ammo etc diverted to his little army?
I'd put it at -40. Harder than a power sword, easier than an inferno pistol. So an Inquisitor with Influence 75 would have a 35% chance of getting the Companies for free.
(Recall that you can automatically succeed by spending 1d5 Influence, so don't think of it as a 65% chance to fail, think of it as a 65% chance to have to pay a little)
>What sort of homerules does your group use?
Flamers hit automatically
TB doesn't count if it's a headshot
Cybernetics give extra armour not extra TB
A lot of weapons use their OW statline
That sounds about right, one of the players is a Drop Trooper and takes great pride in the single squad they currently operate. He trains with them every day and has a good relationship with them. I reckon the chance to be at the helm of such a fighting force would be really welcomed.
The fun bit will be what regiment they choose to draft from. Because I was a massive autist when building the sector, I built 8 different regiments to use in Only War, if the players ever wanted to play that.
I use photoshop, some kind anon posted a website from months back that I used but have since lost. It generated a small planet and you could alter things like water level, how much ice was on each cap etc. Everything else is just photoshop tutorials.
There're torrents about, the only things I used for that map are;
http://photoshopcafe.com/tutorials/lightning/lightning.htm - for the lightning arcs,
the planet site I lost a while ago,
http://www.photoshopessentials.com/photo-effects/starry-sky/ for the mild starry background and
http://www.dafont.com/requiem-for-a.font for the sector font.
The little key I spliced out of a picture of the Calixis sector and made it smaller.
I tend to go with 3 clips/mags/whatever. Enough to see you through a few combats, but they only refresh if the players actively seek out fresh ammo. For things like rockets or grenades, four rockets and 6 grenades does me and the group fine.
Has there been an official statement towards the possibility of a 2nd edition of Rogue Trader yet?
I asked this in the previous thread but can't find it:
I want to make an ultramarine tactical marine. Should I get the bolter mastery specialty or the tactical mastery specialty?
Since I'm an Ultramarine, is tactical mastery useless due to my chapter skill being weird?
I don't know what I'm doing t b h
Looks like Enemies Beyond is finally off the boat and is shipping to stores. That mean release in a week or two and hopefully some shitty but readable scans of the major rules within a few days of that. How heretic are you going to be when it does?
At least we got some good stuff from the past few boojs.
FFG made sure to pad out content in 3 large books than 20 flimsy ones filled with mostly lore.
Don't get me wrong, I loved 1E setting but Without, Within, and (seemingly) Beyond gave us a lot of shit to work with.
which reminds me - how long does it take for you to resolve encounters? They seem to drag on for quite a while.
Any tips to speed up combat? Apart from rolling initiative once for group of enemies.
>which reminds me - how long does it take for you to resolve encounters? They seem to drag on for quite a while.
In a text-chat based game, about half an hour to two hours, depending on number of enemies and how tough they are. Ten minutes to wipe out a horde of mooks. Some tips:
Memorize your relevant stats and modifiers. No. Fucking seriously, memorize that shit so if you shoot/hit at a roughly consistent number, you know it by heart and whether, say, a 61 is a pass or fail. Know your bolter does 1d10+5 Pen 4 with Tearing per hit. That way, when you're fighting an ork boy, you know his armor is going to be discarded and you'll be at -1 to damage from whatever you roll. Know your cit tables and keep them handy.
Also, practice makes perfect. Run that shit until you run through the steps through memory.
That depends on what weapons they're packing, the ranges involved and the terrain. This time they had bad luck with many rolls, and lasguns are not that good to deal with orks in the first place.
this, as well as:
>synskin to bypass NVG and thermal cameras
>depending on the terrain - grapnel and line (with drop harness) to scale walls
>needlers or silenced pistols / rifles
>comm leech is a huge plus
and most importantly, PLAN B
You must be ready you will need to go loud within seconds after entering the compound. They might be expecting you, get tipped off in advance or just one unlucky roll and you're in shit if you don't have backup handy.
Tell us how you get on with your mission after the game, anon.
For Plan B, I suggest lots of explosives and a fast armored shuttle.
Aternatively enemy uniforms, I you like playing it risky.
Also, be liberal with the bribes. You can always mug the guy for corruption later and get a part of your money back in the process.
i guess what I'm saying is, every cliche has been thrown out there in the last 3 games i've played and i'm tired of it.
It would be easier for me to explain the anime shit they have not yet tried or pulled.
Is there any ship combat done in the warp? Like, a ship makes a jump and its pursuer jumps in right after him? Would shots be exchanged? Would the chaser be able to follow him at all, or just guess as to where he was going?
Or, like a hurricane of fire, would shots occasionally become more empowered, as cannonballs wreathed in flame smash into the ships?
Seriously though, could there be any kind of ship chase done in the warp?
There is a HH comic with ships exchanging fire in the Warp, so you're wrong on that.
It IS a balls to the walls insane move because detection aiming is nigh impossible and mundane shields don't work while the Gellar Field does its thing.
its just shit, especially considering everyone else was into it.
Plus that player always made the exact same character
a cutsie shooting thing. always a cutsie shooting thing. GM out right gave the player 2-3 sessions until her behavior got her shot by the commissar.
>trying to be cute
>same character type
>smug as fuck
>so god damn smug
while everyone else
>trying to survive
>its a woman player
Naw, she quit after being "burnt out" from the previous 2 games failing...from her killing the RT who came back as a BC player then later getting killed in BC.
>never change DM's for a game
First game was RT, GM was cool, then a player took over the mantle of power when it became black crusade. He absolutely rail roaded everything using DMnpcs and ample amounts of "rocks fall" due to player favoritism. Massively alienated the players.
3rd GM is actually a player from the RT/BC game and is really cool dude. Every player is cool, 2 are from the RT/BC game, one is from a different game. We were able to make a regiment through voting that came out pretty cool.
>Regiment is Penal Colony Guerilla Commandos.
Currently 2 players are wounded.
The Sergent is at 0 wounds with -5 crit damage and a broken left leg.
The Heavy gunner just lost his face due to genestealer patriarch
The Weapon Specialist is tied up due to tunnel fighting and cave ins.
The other weapon specialist quit
Two players are making characters and just have stuff going on.
I really like this game so far and, the group just killed a genestealer primarch on 3rd session.
>Sergeant got hit with a thrown tauros and his leg snapped after inflicting righteous fury with a las carbine that does felling 2 and crippling 2.
>Heavy gunner got charged by the patriarch...and lost his face
We killed that fucker 4 times but it would not stay down
I would like a book about elite advances before it all comes to a close, personally. The thing I'm worried about is RT being updated, as my group has a very long running campaign and when we tried to mix DH2 and RT it had some issues.
Do you think they'll update RT? As far as I know, its the most popular of the various game lines and probably has the coolest shit going for it, so I really hope so. Hell, give me a RT book that works as an expansion to DH2e to some extent and I would be satisfied. Kind of like what Onyx Path does with their books: the Chronicles of Darkness main book and then the splatbooks (Vampire, Werewolf, Mage) going off of that.
I wouldn't go that far. I could see one or two per Ordo Majoris, and maybe a couple of Ordo Minoris ones, as well as some Background advances like Archmagos or something. There should be some means to pick to advance down the path of Temple Assassins, or at least pick up some of their tricks. I'm really hoping that there is an Elite Advance in Enemies Beyond that has to do with exorcising and banishing Daemons specifically, as my current character would follow that path without hesitation.
Another thing I really want to see is an Ordo Chronos book for the campaign I'm in, but it is probably a bit too niche.
Just had the first session of a DH2e campaign I'm running and somebody has already burned a Fate point and someone else lost a finger.
>Party is a Hierophant Shrine worlder, an Adepta Sororitas from a Hive World, a Noble Psyker from the Telepathica, and a feudal world Arbites Ace who runs people down on her motorcycle
>The game takes place in the Aurelian sector post Dawn of War II Retribution
>Insurrections are occurring and the PDF and Blood Ravens are too depleted from the Aurelian Crusades to stop them. They ask for Inquisitorial help.
>Party travels to Meridian and find out that one of the Hive spires has had its water supply poisoned. The spire is a minor one so they don't have the troops the spare to go attack the water pump that's been poisoned and retake it
>Party travels down the hive to the water pump level. On their way there, encounter a patrol of heretics. Not too much trouble, 5 guys with auto-pistols
>Arbites does great, ramming her vehicle into people to kill them in one shot, and then using her shock maul to clean up survivors
>The hierophant rages in order to stack bonuses from his hatred (heretics)
>Unfortunately, he only kills one guy before the rest are defeated and, in his rage, attacks the soritas
>Gets her down in critical wounds and cuts off one of her fingers on her left hand (she decided thumb)
>Arbites bashes him over the head with her shock maul, hoping to stun him, only to roll so well as to kill him in one shot. Hierophant burns fate point to live.
>Now the party is deep in heretic territory with two down party members and have decided to bunker down in a ruined building
So yeah, pretty fun. One of the best parts was when the psyker cast a power in front of the party, hoping not to get noticed as the hierophant and sister don't like him, only to get psychic phenomenon and spoil all food in 30 meters. Led to an interesting conversation.
So, I just spent my RT session in a Deldar infested colony, sneaking around and sneak attacking kabalites with poisoned blades and toxic sniper rounds. The irony was delicious. How have you served the Emperor today, /tg/?
My Only War group is trapped in a mine, heavily injured with very little supplies left. The enemy is on the outside and there is another group inside the mine getting ready to make a last ditch effort to overwhelm the party and make their overloads proud.
You have Fate points. Burn them along with your enemies in a righteous assault.
Does anyone have the stat lines for Genestealers and brood lords in Black Crusade? I want to scare a few players in an upcoming game I'll be hosting.
Aren't the DW stats horribly overblown though? Multiplicative Unnatural bonuses etc?
This is what DH2 uses.
And here's the Genestealer. How horrible.
Anime isn't some godawful thing, anon.
There is good and bad, and has widely varying styles. Just because you don't like moe slice of life shit like Lucky Star or Azumanga Daioh doesn't mean everything is like that.
May as well say all comics are cap comics because you don't like comics.
Every DH game I've been in with my GM has seen someone set on fire and nearly dying on the very first mission.
Literally, every game, every time. Never been me, but I'm always doing crazy shit like running off alone into a blizzard to waylay approaching enemies, or sending off the warband while I prime explosives under fire.
I believe RT actually sold the least well of the various game lines. It seems to be very popular and highly discussed online, but didn't sell well apparently.
Appeals to the kind of hardcore fan who spends time on /tg/ but not the more casual fans, maybe? IDK.
I'm certainly crossing my fingers for RT 2e, but I'm not hugely hopeful.
Looks like you're right, can't see where the 16 would come from. Enemies without is a nice book for the options it gives players and the lore, but the NPC stats and weapons are all over the place. It's probably the worst book FFG has put out in that regard.
>I never learned to deal with anime shit
Sure you did. There's a reason you dislike anime shit and a reason that she did like anime shit. You're different people with different tastes.
The answer is not to spend your time with people you dislike.
Usually, the more overt excesses of anime are disarmed by logic. Apply logic and actual consequences to nonsense and the characters will have to shape up or die.
The one being sassy, for instance: the Imperial Guard doesn't look kindly upon insubordination. If they have a constant habit of talking back and whining, they get shot.
Special pet? What's the purpose? Which army ever allows soldiers to take their pets with them?
I can't say much about "trying to be cute" without more information, but if it's some kind of attention-whoring, the player might eventually give it up if nobody gives a damn about her. If it gets in the way of following orders and maintaining some kind of decorum, that'll probably have consequences as well.
Ultimately, getting shot by the commissar is a logical solution for disruptive behaviour.
>If they have a constant habit of talking back and whining, they get shot.
Sounds like you haven't read ANY of the imperial guard books.
The only thing that gets guardsmen shot is cowardice or thievery.
At the most insubordination is a flogging, which protip is what they do irl, and that usually doesn't stop people.
God damn everyone in this entire discussion has been disgusting, rather than actually try and do something with the character she made all of you are just screaming WRONG FUN and demanding the character be killed through fiat.
Question on RaW, I may have missed it, but are there rules or canon for WiFi? Say a pict recorder outside the building you're in, transmitting to your data slate, or pushing info from your memorance implant (say a map, or a picture of the guy you saw last week) to the slate?
So, I'm a bit confused by the Mounted Warrior talent in Enemies Within. It says it reduces the penalty for attacking from a moving vehicle by ten, including hit and runs. However, besides Hit and Run, I can't find any other circumstance where you get a penalty from hitting someone from atop a vehicle.
I'm asking cause one of my players uses an Aelurus Heavy Trike a lot.
Hmm. Sure, let's see...
Oh, page 9, Chapter 1, Principles & Regulations.
Did you mean this?
>DISRESPECT TOWARDS AN OFFICER
>Any soldier who behaves himself with disrespect - in word or action - to an officer or anyone of higher rank will be shot. (Art. IG 3645/67k)
Or perhaps this one...
>FAILURE TO CARRY OUT AN ORDER
>Any soldier found to have failed to carry out a direct order will be shot, unless exceptional circumstances can be sited and proved. (Art. 9845/25t)
Or maybe this one!
>DISOBEYING AN ORDER
>Any soldier who disobeys an order from a superior officer will be shot. (Art. 9898/23t)
I know what Hit and Run is.
Is there anywhere that this penalty for attacking on a moving vehicle is stated, or is that up to the GM?
Also, there isn't a penalty to attacking while stationary on a vehicle, right?
>Is there anywhere that this penalty for attacking on a moving vehicle is stated
Core book, moving vehicles count as difficult circumstances.
No that I recall, if there is at least 2 meters of room to move.
Then don't presume to justify leniency claiming "that's not how the Imperial Guard works."
That's a more convincing argument, but I doubt the Guard would be able to maintain general discipline across the board if fragging were widespread.
And too much fragging in a regiment would likely get that regiment purged, so I really don't see it as much of a tool for the average guardsman.
The uplifting primer is how the Guard treats the troops in universe.
You are not in the universe. You are five or so (presumably) friends who want to have a good time. In order to have a good time, some parts of the setting must be softened or it's not fun or worth coming back to.
More than fragging being widespread, both parties realize that being more reasonable pays off. At the end of the day no one wants to die because of stupid shit. Officers could kill you, doesn't mean they'll always do it, the troops may kill officers, but they're not going to do it at the first mistake they make.
Sure, I get that, but the original subject of this discussion was a particular "anime" character whose disruptions weren't approved of by the players at large. So there's a number of in-universe solutions to that kind of character behaviour should 40K tone and atmosphere be important to the group.
The way I see it, the entire Imperium seems to run on nepotism more than what's written in the letter of the law.
Sure, you're supposed to be shot in the face for talking back to your officer. But if the officer likes that you have guts? You may just not get shot. If an officer higher than the officer you talked back to likes that you have guts? Then you won't get shot either. If your entire regiment is, say a Catachan regiment and banter is just part of it, you won't get shot. If you and your regiment are veterans of countless campaigns, there's also a pretty good chance you won't get shot because the officers don't care about petty shit like that anymore.
Same goes for heresy, really. A whole shitload of things can get you deemed a heretic by one Inquisitor/Ecclesiarchy top-dog just as easily as cleared of all charges by another. It all comes down to personal preference, nepotism and politics, really. And blind luck. Don't forget blind luck.
Unless you're indoctrinated with mind-altering chemicals to always be one, apparently. Really puts a damper in being a Commissar now.
This. One of my old groups learned this the hard way.
I'd offer a counterpoint. It's not quite nepotism as much as the Imperium giving wide discretion to authority. It seems to feel that putting hilariously draconian laws on the books and then letting the lawmen decide what the real punishment will be creates better order and respect for authority. A trooper can be shot for anything, so he's likely to see the whipping he gets instead as a lenient leader who values his men, instead of realizing he got horsewhipped over a minor infraction. The Imperium only actually enforces a bare handful of laws as harshly as they demand, and those are generally treason/mutiny/secession related.
As in real world totalitarian states, the rules aren't written with the intention they all be followed. They are written so there is always an excuse to BLAM the underling who pisses you off.
(This is probably truest in the Ecclesiarchy and least true in the Arbites and, like everything in the Imperium, varies across space and time, but it's not bad as a general guideline.)
I agree. Regarding the aforementioned regulations, it ultimately comes down to the officer/commissar to determine what constitutes "disrespect" and order importance when one is carried out, ahem, less than diligently. One thing is to look at a commander the wrong way, and another entirely is to throw a fit in their face in front of the men. Likewise, being told to do some random errand and being rather sloppy is entirely different from refusing to advance in the face of the enemy. And as you said, if the punishment is so harsh on paper, the average Guardman wouldn't usually consider toeing the line.
Has any of you smitten some heretics over this half of he weekend? How did it go? How long do your gaming sessions last on average?
We're having a session tomorrow, during which we'll probably smash someone. They may not be heretics though.
Our sessions usually last circa 4 hours. Personally, I'd be fine with going longer, but you need to find that much time in the first place.
I made one a while ago. Nobody's used it though. They prefer to dodge and weave about with tartaros terminator armor. I can give you the link for the testbed I use (with all series-specific stuff redacted). It should be under Armor tab I think.
Got no data on it so I can't say how well it will work.
>Armorbane: Against vehicles or enemies with an armor value, the weapon's Penetration value is doubled.
What's the point of this trait? Against enemies with no AP Penetration has no effect, and since the trait works against everyone else, the weapon effectively always has double listed penetration. Why not just give it a bigger Pen and get rid of a redundant rule?
Fuck. It still has the old wording? I changed it a while ago to "Against Vehicles, Structures, and
enemies with the Daemon Engine trait, the weapon's Penetration is doubled" to avoid exactly the problem you pointed out. Good catch.
For some reason I always thought it was FF or evade. Huh. Ta.
Near unique, but maybe doable to get. Ta. I suppose if I do, I'd likely lay hands on a flip belt first and could sticky tape them together for EXTRA HERESY.
>>44813978 <--- anyone? How about just, would you allow it in your game if there isn't officially an answer? New player coming from shadowrun so I'm trying to see how useful or relevant my common tricks are going to be
Shimmershields, flip belts, clonefields and just flat out stealing a pile of ancient psychic diviners aside, plus those forcefields I hadn't thought about properly, anything else?
Drugs, psychic powers I've missed somehow, Armour that isn't near-unique, that sort of thing.
It's not common, but the better hives and spaceships have wifi nets, albeit firewalled to hell and back. Forge worlds have what they call the Noosphere, which is an internal datanet accessed by AR implants, but it's basically techpriests only. Mostly, the Imperium handles data transfer by hard copy, wired transfer, radio, or IR/Microwave beaming.
Only examples I can think of. But I wouldn't really say there is any consensus on it, I tend to run with 'vox-nets' being a thing on certain places, but mostly being the purview of the Mechanicus.
It's still a good baseline to compare to. People may disparage it, but using the tabletop as a primary source, and following a direct numerical conversion, can help alleviate a lot of the "fluff-based problems" that would otherwise plague things.
The closest you'll find is fluff some mention of the spy networks on various latheworlds and their interconnectivity in the lathes worlds books but otherwise no there's no official ruling.
They have wireless communication in Imperium, so for the remote camera trick can be achieved, but it would require items used to be at least Good craftsmanship, maybe even best.
As for broadcasting info from your head implants - RAW doesn't have nything that mentions something like that, but vox caster (probably of a Good or better craftsmanship) that you are connected to through MIU or interface port would allow to transmit such data to devices that can recieve it.
So, in short, you could pull off some of that stuff, but tools for it are very rare and practically unreachable by anyone outside of AdMech.
By default you're in solo mode. When in Solo Mode, you can use Solo Mode abilities for free.
If you spend a full action or pass a Cohesion Test, you're in Squad mode as long as you're in a comunication range with someone else. In squad Mode, you use Squad Mode abilties available to you, and Solo Mode abilitites if you're willing to pay Cohesion points to do it without breaking out of Squad Mode.
One point of Cohesion will be recovered by the Kill-team if:
• The Kill-team completes one of their Mission Objectives
(see page 230)
• Any member of the Kill-team spends a Fate Point
• The GM decides that the Battle-Brothers have completed
a particularly monumental task or roleplayed well the
bonds of brotherhood within their Kill-team.
Have you actually tried reading the corresponding section in the rulebook? It has all the answer spelled out directly.
I will soon start DMing a Deathwatch campaign for some of my friends.
In one of the missions they are sent to a planet where heresy has been detected.
The planet is medieval, and are part of the empire thinking that space marines are angels/paladins and emperor is literally god.
Problem is people are turning into zombies and skeletos and they say it's because of a necromancer.
PCs later realize it's a nurgle champion gaining nurgle's favor by turning the whole planet into a death planet (full of skeletons and zombies).
Would this work????
Exactly. The Deathwatch's primary focus is xenos, so they will look out for that first and foremost. They are not going to just ignore other sorts of threats however, so if something comes up on their radar that is obviously too big to be ignored or delegated to someone else they'll do it.
In your case, this would mean that there already are rowing armies of the undead on the surface of the planet, the planet itself has some strategic importance and there's no one else who can deal with the problem in time.
>But what I mean is, would this be somewhat lore friendly?
It would be even less lore friendly, in fact. If it's big enough for Deathwatch to interfere personaly, they can tell that it's Chaos and not xenos. Not like with your example it would be very difficult to tell one from another in the first place.
If you absolutely want to go with this scenario (and I do suggest you think on it a little bit more), have Deathwatch recieve a distress signal from an inquisitorial cell that has been tracking down the threat and identified it, but couldn't contain it.
This is a really stupid question, but can you divide the players into multiple squads?
Like, if I have 2 Dark Angels players and 2 Blood Angels players, can we have two different squads (one with Dark Angels players and one with Blood Angels players)?
So, effectively you're asking if you're asking if, with multiple squads, marines in one squads benefit from abilities activated by marines in other squad?
No. Abilities affect only marines that are in support range.
So, technically you can have two separate pairs of marines each in their own instance of squad mode. But they wouldn't overlap.
>So, technically you can have two separate pairs of marines each in their own instance of squad mode. But they wouldn't overlap.
The bigger question is, why would you want to split the party like that?
Is this a good idea? The only advantage is you get to be in a squad with marines from your chapter, so every squad leader gets to use their chapter ability on everyone in their own respective chapter.
What's the downside? (I haven't played the game yet)
>Is this a good idea?
It's a terrible idea. Splitting the party is bad in general.
>every squad leader
"Every"? Are you saying you're fluffing it as two separate Kill Teams on one mission? Because that's retarded, being unnecessary complicated and counterproductive to the success of the mission due to logistical problems, problems of coordinating between two teams with two leaders, and vagueness with chain of command.
>gets to use their chapter ability on everyone in their own respective chapter.
Every marine can use their chapter squad mode abilities, they don't need to be a squad leader to activate them. If there are no other members from the same chapter (or with the same lineage, as chapter from subsequent foundings count as the same as the second foundings when it comes to solo/squad abilities, among other things), then it just affects them and noone else.
So, if FFG where to make a xenos focused 40k rpg, which would you like and why?
Personally, I think one about a Genestealer cult could be cool. Sort of like Black Crusade but Tyranids instead of Chaos. Players could get new adaptations and manage the growing cult, all with the eventual goal of drawing a hive fleet and tearing the Imperials down, only to escape on a fleeing ship and start it all over again.
Though, Eldar or Tau is probably more likely. Maybe even an Ork one
But not the path walkers, or even the exodites, or even the rangers. The drunken fuckup retards who have a very half-assed understanding of their own culture and ways and got thrown out until they stopped endangering the craftworld. The AGP of the Eldar, minus Sarge.
Or just Exodites. Whatever. Dinosaur elves?
>>But not the path walkers, or even the exodites, or even the rangers. The drunken fuckup retards who have a very half-assed understanding of their own culture and ways and got thrown out until they stopped endangering the craftworld.
I think you can pull it off in RT with minimum amount of homebrewing.
Fuck all of them.
But if I had to pick, I'd say orks.
Yes, they pretty much don't die even if you kill them (I once spent thee grenades on one ork), but they're pretty straightforward, and you get bonuses to hit them due to size.
Beats eldar (who you can't even attack because you can't spot them), nids (endless hordes everywhere), tau (the only ones who outshoot you fair and square), necrons (who _actually_ don't die even when they're killed) or deldars (slippery edgy faggots).
sup /tg/, does anyone have anything homebrewed for a type of pilot(personal) vehicle that's like a Tau Battlesuit but for Imperiumfags?
I have a player who wants to get a walker-type thing and I'm just going to allow it since it's RT I wanted to check with you guys if there's anything someone has already made.
Please for the love of all things that is holy tell me that you're joking. I'd be okay with Deathwatch not getting a second edition, but no RT2e would break my goddamn heart.
It doesn't really make sense to me that they'd leave RT and DW in the dust anyway, considering that they gave Dark Heresy a second edition (which I love and enjoy very much). I really wish I'd won the powerball so I'd have some capital to inject towards my favorite games.
>Not like I can combine that with Foreboding, unfortunately.
Are you talking about Step Aside? Because if so, you totally can, and I've been doing it in my game for over a year. Foreboding states "any time you would make an evasion test" or something similar, dodging or parrying with Step Aside is such a test so you can substitute it with the power. Do it at Psy Rating 1 to boost up the focus power test and never get hit.
Good shit, I just preordered it at my LGS. Let's hope they get it soon.
Really looking forward to seeing the new psychic disciplines. Learning Sanctic Daemonology is a great step for my psyker character going forward, especially since we've rescued a Grey Knight Paladin and have fought quite a few Daemons with him around, including a Keeper of Secrets.
As for Melefic Daemonology, not super interested in the possession or summoning abilities they've mentioned. Dark Flame, depending on what exactly it does and how strong it is is a potential pick up for my Inferno summoning pyromancer.
I've been putting the thought of using dark pacts into the rest of the group's heads as well. Unsure if I'll partake myself, but I love the idea of a start of darkness within our ranks. I might end up doing it, but I like to think that the Psyker willingly branded with hexagrammic wards would try to avoid such a thing.
Their main appeal is that they're hard to kill and they fuck shit up if they get close if you're not more than decent in melee, no point giving them the talent if they're gonna drop at 0 wounds like some grot
So my friends and I want to play a game where the party is the staff or flag officers for an up and coming Imperial Navy Admiral. I figure starting at around the Vice-Admiral level would be pretty good, then refluffing some of the RT stuff (profit factor is fairly similar to how a military unit would be funded, but this would be more linked to politics than business concerns). The end game of this would eventually be taking control of a Battlefleet.
Ship to ship actions would be done via BFG.
Any thoughts on other resources to tap for mechanics or ideas on how to make this work?
>sup /tg/, does anyone have anything homebrewed for a type of pilot(personal) vehicle that's like a Tau Battlesuit but for Imperiumfags?
Two, actually. But they don't use the vehicle rules and they function more as fuckhueg armor.
Exactly, there's an RT navigator power that allows you to track ships by following the trail it's warp drive leaves. There is also another navigator power that counters it.
I will soon DM a deathwatch campaign and I thought about one of the missions:
PCs are sent to a mission to some planet but because of warp accident or something, they crash on a desert planet full of orks. Basically, they literally crash into the Gorkamorka planet! And they have to find a way to get off planet, maybe with the help of some ork mekboy who accepts to repair their destroyed ship in exchange of something.
Is this a good mission or will it be not good?
They infiltrated a Tau research facility, triggered the alarm, killed the director of the facility and were indirectly to releasing safeguards if containment areas of both warp disease and a terrible all consuming microbes whole taunting the Tau over the vox how they are going to take out a delegation supervising field testing of a new powerful weapon, which they proceeded doing
Wherever you want them too.
"Severely off course" means they can end up on the other side of the galaxy. Or outside of it. Or in the past. Or all of it with something else on top.
Can anyone point me to the rules sections for Rogue Trader where it tells you you can use Trade (Armourer) to apply upgrades to gear (and the required rolls to do so), aswell as the section where it describes how/when you can make star charts using Trade (Astrographer) ?
Also for some reason it seems Trade (Astrographer) is based on Agility, NOT Intelligence. Is that right?
>taunting the Tau over the vox how they are going to take out a delegation supervising field testing of a new powerful weapon, which they proceeded doing
Hey, the plan was to divert tau there while the group goes to another pad. Not my fault that the group consists of not-so-closet murderhobos who deecided they absolutely need to take out the gun themselves, even though the whole facility was crashing around them and would take the gun with it.
Far as I recall that power actually just scans the surrounding warp for a couple VUs around the ship and can predict where a ship will EMERGE in real space, but no tracking someones warp signature, Star-Trek style.
They were trying to go somewhere in the Calixis Sector, and went severely off-course...... so probably shouldn't end up in the Calixis Sector at all. Or severely temporally displaced.
Navis Primer has good tables for being off course to just roll on, really.
>where it describes how/when you can make star charts using Trade (Astrographer) ?
That's in Navis Primer, in a sidebar somewhere in the updated warp travel rules.
>Also for some reason it seems Trade (Astrographer) is based on Agility, NOT Intelligence. Is that right?
RAW it's right, apparently it's supposed to be dependent on how well you can draft those warp spaces on a 2d paper.
Doesn't mean it makes much sense. Just talk to your GM to see if he allows to houserule it.
That roll from Navis Primer isn't made using Trade (Astrographer) at all, it's Navigation (Warp), modified depending on how on-target you arrived.
That's why I'm asking. It seems to me that, unless there's a specific mention of it that I've seen people claim there is, Trade (Astrographer) is in fact a COMPLETELY useless skill that serves NO function, as charts are made using Navigation, and Trade isn't used to read them either, Lore is.
The charts listed there aren't identical to the Navis Primer from the core rules Armoury either, as they seem to grant bonuses at Common already. So my assumption is you can make Navis Primer and Almanac Astrae Divinitus with Astrographer somehow, but how?
So, with the time-jump in mind, (Navis Primer is a wondrous book), where SHOULD my party show up within he Calixis Sector? They were going for the Lathe Worlds to conduct business, with multiple time sensitive business decisions ticking away in the background, now no doubt having gone WAY out of hand due to 5 years passing in the blink of an eye.
So, /40kRPG/. To my great shame I've never really used Orks as an antagonist in my games and I plan to rectify that. But I don't want to make them just comic relief football hooligans. I want them to be -terrifying-, I want my players to understand why the Imperium is so pantshittingly terrified of the Orkoid threat.
How would I go about presenting that to my players?
Even if you do, keep some comedic undertones. Otherwise, orks become flavorless.
As for how to make them scary, well, look at Space Marine for some examples on just how ruthless and cruel the orks are.
Do NOT do what The Beast series did. The Orks there are essentially what a 12 year old thinks is super-badass and scary. It's a shame, since GW has pigeonholed the orks into comic relief so hard.
Okay, this is going to be a bit of a monster post, but some key guidelines
>1. Orks aren't funny. Push away and compartmentalize all the comic relief aspects of orks. That's how orks see the world. From a human perspective, they're horrible monsters without a trace of humor.
>2. Orks are beasts. They are two meter plus tall psychotic green gorillas who will clamber over each other in their haste to murder you. Any ork can survive absolutely ridiculous punishment and just keep coming. Even if it's legless, blind, and has only one arm, and has more blood outside its body than inside, that ork will still try to crawl forward and murder you and eat you.
>3. You are always outnumbered by orks. Always
>4. Orks are unpredictable. Many people both IC and OOC think they can predict or direct orks. These people are wrong. Orks are capable of ludicrous feats of lateral thinking to sidestep almost any plan, and if they aren't thinking laterally they're acting on whim, which is almost worse for your battle plan.
>5. Orks are destroyers. They aren't here for fun and games and aren't here because lolorks. They are here to tear down everything that opposes them and remake it in their image. Any human survivors will either be worked to death or eaten, or first one then the other. Every sacred place and item will be defiled and remade to please their bloodthirsty gods. They cannot be reasoned with or negotiated with, do not feel pity or fear, and will not stop until they are dead.
It does, but there is no way of getting past that. If you want more reactions beyond Step Aside you need to get the Clone Field from Enemies Without. At that point, you may just want to stop using Foreboding and just use Dodge by itself, buffing it up to as high as you can (you can get 60 Agility right?) and then rerolling a failed dodge test once a round and doubling all DoS on dodge tests.
>5. Orks are destroyers. They aren't here for fun and games and aren't here because lolorks. They are here to tear down everything that opposes them and remake it in their image. Any human survivors will either be worked to death or eaten, or first one then the other. Every sacred place and item will be defiled and remade to please their bloodthirsty gods. They cannot be reasoned with or negotiated with, do not feel pity or fear, and will not stop until they are dead.
This could literally be no further from the truth.
They precisely are here for fun and games. Their fun and games happen to involve a lot of fighting and destruction.
They're not out to remake shit. They're looking for the next big fight.
They don't actively profane places of worship because they literally do not give a shit.
These guys aren't followers of Khorne; they're a warrior society that lives for the fight.
>They're not out to remake shit. They're looking for the next big fight.
>They don't actively profane places of worship because they literally do not give a shit.
If you look at any planet where Orks run rampant unchecked, they DO remake entire planets in their images. It may not be a concious effort, but Orkoid lifeforms can transform the biosphere and orks themselves tear down everything not orky (and everything that IS orky as well, on occasion) for raw materials to fuel their never-ending warmachine.
Also, there is a difference between the way orks act casually, and the way they act on a WAAAAGH. Normally they are having fun and games. When on a WAAAGH, they are destruction made manifest.
From an ork perspective, of course it's totally false. That entire spiel is how they look from an *Imperial* perspective, because their idea of fun and a Khorne berserker's madness are remarkably similar looking from the outside.
Their solo mode adds 2 cohesion if you're leader and you have a squad mode that gives bonuses and rerolls. And since you picked Tactical Mastery, everyone else can benefit from it without buying that talent from Rites of Battle.
Just be advised that if you want to benefit from another guy's chapter squad modes, you don't get that same benefit.
Is anyone else annoyed with the lack of railguns and coilguns, and other such mass drivers in the 40k universe? As an engineer, they're probably my favorite weapon system, but they're only mentioned in the Tau handbook and the fucking DH1e techpriest book. And that gun is terribly bad.
Not really. The Imperium has better tech. They seem to feel that railguns are more expensive and fiddly for what they bring to the table, compared to a lasgun, bolter, or plasmq gun. They only really use the tech on the truly monstrous scales of starship weaponry.
>according to the Lathe Worlds, the tech is lost pretty much.
And according to BFG and RT, nova cannons and some turboweapon batteries are hilariously oversized coilguns hundreds or thousands of meters long and using ridiculous amounts of power. 40k fluff being inconsistent? Imagine that.
Anyway, using "but the tau" as a counterpoint isn't helpful. A, they're relatively new on the scene and the Mechanicus is positively glacial to change, B, it's xenostech so it's even less likely to be developed, and C, the Imperium already has a long range heavy gun able to crack land raiders with casual ease, and it's called a lascannon.
>That's funny, cause according to the Lathe Worlds, the tech is lost pretty much.
Thanks to technologies no longer commonplace on such small devices, these projectile weapons are not reliant on the chemical reactions that normally propel bullets and shells, instead using powerful magnetic fields to hurl projectiles at great speed.
p. 57, Hostile Acquisitions
Which is funny, because Hostile Acquisitions makes it something thats merely just Very Rare and a terrible upgrade to boot.
Depends on how long the game is expected to last. If you're getting XP every session, and going for 20+ sessions, it adds up. If the GM is of the type to "level when I say so" or gives out XP every few sessions, then no.
Although, I've known GMs that ban it because it advances the players faster than the GM wants.
I was about to start looking, wasn't sure if they were in there. Which leads to my next question: anything weird about Only War stats that would make them incompatible with the other systems? I've heard it plays different.
Compared to Deathwatch? The weapon special qualities and certain talents and skills the only thing I can think of now. There should be a section in The Gamesmaster Chapter that deals with the differences (and conversion) between the systems that goes through it more thoroughly.
Yea, just found it, should be nice and easy.
Now, the million dollar question, what kind of drawbacks do you impose on Ork Warboss in Mega-Nob armor who's got a Battle Cannon mounted to it? I was figuring shooting the thing would knock him over, and that he'd need some grots to reload it for him, so killing those would take it out of action.
>Now, the million dollar question, what kind of drawbacks do you impose on Ork Warboss in Mega-Nob armor who's got a Battle Cannon mounted to it?
Depends on how big the Warboss is.
Inaccurate is a given, that happens to all looted guns.
I think a Warboss should actually be able to fire the damn thing without falling over, but the Grot reload is a brilliant idea
Yea, maybe I reconsider it. He's the first boss style enemy I plan on throwing at them though, so I don't want him to be too murderous.
It's a really big Waagh(entire campaign is about stopping it), so he's big, but he's not the biggest. He's in fact in charge of the Orks artillery, thus his obsession with big ass guns.
Also, coming up with Ork bosses is fucking hilarious and amazing, since you can just do anything you want.
>Is anyone else annoyed with the lack of railguns and coilguns, and other such mass drivers in the 40k universe?
Las weapons do nearly the same, on top of being mass produced, easier to upkeep, relatively understood, and far superior logistically.
The Imperium uses not the best toys, but the most efficient ones.
>Yea, maybe I reconsider it.
For the love of god do not. This plan is glorious and against Space Marines a battlecannon is sufficiently murderous, but not nearly murderous enough to be instant TPK.
A lasgun has effectively infinite ammo and can be fed endlessly from five charge packs per soldier at maximum. Mass drivers need both an energy generator and a solid slug. If you want to punch through armor like a motherfucker, consider a hellgun or plasma gun.
I guess it's a matter of balance. The grot reloading team might be enough of a drawback for him, and it gives the team something to target.
Oh no, not the character. I love the character. I mean the knockdown.
I'm figuring now that the grot team means he can shoot every third round or so, and the grots themselves can be shot out(they've got places to hide on the armor so it isn't as easy as throwing a grenade at him, but something like a flamer up close or a called shot should be able to do it).
Then it's just a matter of fleshing him out otherwise, I just don't know enough about Deathwatch power levels to make sure this guy doesn't steamroll them.
>Mass drivers need both an energy generator and a solid slug
They actually only need EWT (Integrated). They propel such tiny bitz ammo is no concern. Their penetration is excellent but damage potential is awful.
>They barely are better than normal guns.
You should be comparing lasCANNONS to railguns, fool, not lasguns.
Even on tabletop, lasguns had the same strength and higher pen.
In the rpgs, I'd take a lasgun over an autogun any time, unless I KNEW I could get alternate ammo and a fire selector.
Depends on whether the team has him at range and if they can combat him on their terms, really.
If they come packing anti-tank weapons, or close the gap and engage in fisticuffs, the battlecannon doesn't matter as much.
I completely forgot the Catalytic Mass Driver was a thing. Because it's such a shit weapon made solely to shoot down masses of mooks and useful against literally nothing but that.
>I just don't know enough about Deathwatch power levels
All you have to know is that Deathwatch power levels are MAXIMUM
Well, fair enough. Just don't make it too easy to take out his big gun. I simply see a scenario with the three turn reload and targetable reloading grots that he'll only be able to fire it once before your players disable it.
I mean, it would, but the grots give the killteam something to target on him to remove the cannon from the fight. Makes it a bit more interactive, and gives the whole thing some Orky flavor
Oh no, it's not going to be easy at all. The grots are going to be hidden any time they're not reloading, and I figure they'll have some pretty good cover as well. and they'll be enough grots that killing one or two won't matter, he's got to account for all the ones he kills on accident himself or for when he gets hungry after all
So, I'm still stuck on where in the Calixis Sector should my players pop out after jumping five years into the future. What unintended place could drive home that shit has gone wrong? It just feels like Calixis doesn't have any suitably weird locations far as voidship travel is concerned.
Anywhere, but have the Tyrant star be there for several seconds over the planet before disappearing. Dealing with the aftermath could make them disbelieve people saying its five years in the future
Time travel says they pop up within the region. Besides, the whole hilarity of the five year jump is going to be the party seeing what an unholy clusterfuck their dynasty and business empire has become in their absence, and throwing them in another sector just obfuscates that,