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)
Shield of Humanity PDF
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.
So guys, how's your campaigns going?
Tell me the funniest/funnest thing your players have done. Or, what's the most interesting encounter your GM has set up for you?
My players asked me to allow this asshat to join the game, I didn't want to allow him but said I'd try him out.
Didn't go well, he was a rules lawyer and a That Guy as expected, but he's such a moany little bitch I couldn't just kick him out, so I was stuck with him for a couple more games.
He's playing a psyker and being pretty open with his abilities but the team are going pretty stealthily through the game with covers as just normal guys, bunch of traders or some shit, he wanders off on his own, and he's spouting off to strangers about his abilities, even though I'd warned him Blackships were planetside harvesting psykers for sacrifice to The Emperor.
Long story short he continues to use his powers in public, and gets abducted by the Blackship, he starts screaming about being in the Inquistion but nobody believes him and the team are so split up they aren't even around to prove that he's there on official business.
He didn't come back next game.
My OW players are still reclaiming a formerly lost base from feral orks, their regiment is a new wave of fresh reinforcements and HQ wanted to exploit it to the fullest by conducting large scale joint operations to reconquer lost ground. Orks had just attacked the spaceport so numbers in the jungle were estimated relatively low.
It all started with a one day march through the jungle, the first wave would have cleared the areas around the base at night to prevent orks from reinforcing the garrison when the shooting started. It went pretty well but ork presence immediately looked much heavier than expected, the reaction to human presence was brutal, but most squads achieved their objectives and gathered at the appointed time and place to wait for the second wave and attack the base proper.
Now the attack is in full swing, but it's unclear if the orks around at night were stragglers of the first attack on the spaceport, a second wave that was on its way to join the first one or simply orks that have been living here.
Our dark heresy campaign is a tangled mess of intrigues, side plots and could be the best described as a clusterfuck as we don't have the means to follow the main plot anymore on account of our inquisitor being arrested, another puritan being on our trail, necrons raising across the sector, our inquisitors' peer seemed to have sold him out, said peer being under scrutiny for consorting with Eldar, daemonic bloodline of one of the party members coming back to haunt him despite having been thoroughly purged, one of our party members believing there another PC is a traitor cooperating with the aforementioned puritan, there are still leftovers of a major techno heresy flaring up across the sector, we need to deal with a semi sentient, self-replicating goo corrupting souls and machine spirits alike, at least two major noble houses seem to have a hand with at least part of the incidents, related to the golden goo and a pilgrim vessel, tainted by the Warp crashed some 80 miles away from the hive we are currently in.
It's fucking great, we totally got everything under control
How long would it take to grow a replacement limb in a vat for a space marine? The extraction didn't quite go as planned, plus one cannot let the opportunity to piss of groups Iron Hands techmarine pass by like that
It would be more detrimental as a helmet then anything else; firstly it would be hevier then they are used to, secondly it would not be form fitting like on a marine so while it may protect him from a shot it would just as likly knock him out as his head bounces from the impact. Lastly it would not be connceted to a power source so all the HUD would be missing.
All that said, if you want power armour they do make it human sized, though i dont know why they would give it to a guardsman
Lure of the Expanse for me.
So much good stuff in there.
Grow? Biological replacement limbs are really fucking shitty in 40K. IIRC the only stats for one in the RPGs are in Lathe Worlds and count as a Poor Quality Cyberlimb without the bonus armour/toughness.
Making one Space Marine sized? I doubt they have the ability.
Just get a Cybernetic limb.
Im not sure the imperium can regrow limbs of that caliber. They could make an arm big and strong enough but as quick or dextrose as the original, proberly not. Then you have the issue of the black carapace and all manner of bioengineering that goes into a spacemarine (worked into the marine over years). A cybernetic replacement is the closest the mechanicum could come to replacing the work of the emperors gene tech.
That said I know of a couple of fellows on the edge of space who could grow you a replacement limb free of charge, in fact the new limb will be stronger and faster then your previous limb. Be careful though the mechanicum has infiltrated the apothecary core of most chapters and they will detect the superior work and take it for them selves. (Care not to tell the chaplins either, they cant hold secrets to save the imperium)
We have a light infantry regiment from a trading imperial world that's loosely based on not-south america, so either arid or jungle for training, big on cosmopolitan stuff and high quality recaf exports. The regiment is mainly composed of former security guards in the planet's facilities, not that rough maybe but competent and trained enough. Plus that'll get them flagged for VIP escorts soon.
Our squad is currently a weapon specialist sniper, another more run&gun with a melta, a sergeant unsure about how to spec himself, a medic and a techpriest that complains about having made such a char mainly for RP but unluckily is not present whenever he has the chance to investigate tech stuff, and ends up only playing during combat-heavy sessions. Then we have an operator that was created for another player but didn't see much playing before the player went off, he'll just go around and be the designated squad driver/tech priest butler with tech stuff when plot demands for one, I'm not having DMPCs for now.
At the moment we are tracking a turncoat Inquisitor on a terraformed planet with really thick and rapidly growing jungle. We made contact with a noble artist who may have been touched by Slaanesh
He paints with corpse fluids and was attacked by a small Eldar strike-force, so I'm suspicious to say the least. In order to establish a contact-network though him, we agreed to check on his little brother who should be at a research outpost in the middle of jungle. After doing some digging we discovered that someone has been fucking with the supply run catalogs related to this outpost, so something is up.
We went to investigate and after landing and quick escalation, we tried to flee with one of the outpost officers. For our surprise and misfortune, an autocannon scored 3 hits to our lander hull, forcing us to land in the jungle. The crash killed few NPCs and broke our vox.
A search party of 12 quickly came in a chimera and walked into an ambush. My character was shot with a autocannon and took a krak in the leg, but he survived.
Overall we are doing pretty good, though my character has a broken leg and 0 wounds left and we still need to storm the outpost
>Normie friends don't want to play any RP game
>40k m8s don't want to try RP
>Not NEET so i can't find a decent group online
in stead of combing through all the books to find it, I'll just ask.
are there combined fighting tactics rules in this system anyplace?
and if there are, are they any good?
and if they're any good, what book(s) contain them?
I'm producing a home-brew using this systems base mechanic and I want powerful opponents, and late-game entities to use combined tactics. I may allow players access to these as well, but I want for this to be a means of making NPCs something they can't laugh off.
ALLLLLRIGHTY /40kRPGG/ in Only War one of my players grew a third arm as a mutation. The squads tech-priest (come medic) immediately chopped the thing off, and that was that.
so the question i have is, is that enough to stop corruption? it seemed trivial, even with the surgery rolls they made. What can i add/throw at the character to re-enforce the long term consequence of mutation?
How did he attain the mutation? Through corruption points? Then the obvious solution to that is through the fact that he has a tainted soul and with help of the corruption track.
things like (shield wall+grenades) or (one man moves while another shoots, then stops and shoots while the first man moves.)
>good stuff in deathwatch IE the squad mode stuff
I'll DL and check that...page numbers? or is it listed in the index, or table of contents?
they gained them though me using DH2 beta rules for corruption, after being present at a massive daemon summoning ritual, and then deciding it would be a good idea to pick up the weapons the chaos marines dropped,which i had described as being covered in eldrich runes (including a dark apostle's mace).
I am going for the tainted soul thing, but was wondering how that could manifest? phantom pains in his 'missing' hand, feeling of loss over the limb?
My players located a small cache of Pre-Heresy equipment. Any ideas what should I throw in there? I'd like to say "jetbikes", but there is only of hose jetbike in existence left, what equipment could there be?
Archaeotech Bolters are already statted, there could be a whole truckload in there. On top of that... Heresy-era power armours? Perhaps a few Volkite guns? What sort of cache is it?
Thank you, I'll look into volkite guns.
They located a pre-heresy Alpha Legion voidship, tad smaller than a viper scout sloop, buried underneath a hive city for some unknown purpose.
Borderline Heretecs used part of the ship as their secret research station, unaware of the true nature of the structure, until the players, well, did their player thing.
Most of it was scoured clean, but they have located a small armoury, mostly empty, but with some equipment left behind.
I'm trying to come up what kind of equipment it could have been, XX Legion thinking ahead and stuff.
A short gripe post, so forgive me.
I'm in a good DH2e game, but the xp count is twisting against me due to a group tradition of stating the kind of things you learned about 40k as a setting for bonus xp.
As I have the most experience with 40k out of the group (everyone else being new to it save the GM), I have to state things I learned about the GM's custom world. The issue is that a lot of things are standard to the setting, and unless someone encounters something new, I don't have anything to pass muster with. I'm several hundred xp behind even the newest character, and it grates me that while I try to play a fairly devout guardsman vet to the hilt, complete with prayers from the Uplifting Primer and of my own make, the rest of the group don't try nearly as hard to live up to the setting. This grinds on me further when the GM offers xp for roleplay experiences and I get the same amount as the person who spent 80% of the game watching silently, even when the ball was in their court to interact with the world.
I know people will say talk to the GM, but what will that do, as I do believe the GM is mostly correct with his more stringent stipulations to me, and that the only real fair thing to do would be to cut the tradition, which only costs the entire group because I'm whining I'm not getting nice things as easily as others.
I mentioned all this to a player, and they responded that I get xp for combat, but that usually comes from holding the line so the rest of the party can escape, and I take on like 6 armed gangers at once alone, ie not battles I sought, but ones I must deal with for my part as the warband's shield.
That, and the GM is a straight up guy and well meaning to a fault, and it's circumstance that brought me here.
If anyone's in need of a Kill-Marine, let me know.
I've thought about it, but my character used to be a bodyguard for IG officers, and his assigned duty in the warband is to use his formidable combat skills and singleminded faith to get the group out of bad situations.
Hmm.. Maybe convince the GM that stating new 40K discoveries falls within the spirit of the rule? Knowledgeable as you are, it's a big enough IP that there's some things you're bound to miss. Hit the books and wow the newbies with your lore mastery for educational and XP purposes.
>things like (shield wall+grenades) or (one man moves while another shoots, then stops and shoots while the first man moves.)
Deathwatch is full of these. It has Solo/Squad abilities, Squad roles, Maneuvers and Heroic Legacy packages.
Only War has Comrade abilities.
Nothing in other systems though.
"role-playing" xp is cancer in all forms. The fact your DM is willing to entertain giving more or less XP for his interpretation of "good roleplay learning" really just speaks to how awful he is.
Speaking of Killmarines
>Kill-marine Special Ability: One-Man Kill-Team
>When in Squad Mode the Kill-marine can use the following
(and only the following) Squad Mode Abilities: Bolter Assault,
Dig in, Fire for Effect, Furious Charge and Regroup
Does this mean he no longer has access to his Chapter Squad Mode abilities?
>I believe that only applies for one man squadding.
This brings more questions than it answers.
Even if it is only for one-man squadding, does that mean that when KM squad-modes with himself, he loses his Chapter abilities, but when he squad-modes with other people (most likely from different chapters than himself), he suddenly regains them?
Can you make a feudal character in any 40k game (that isn't BC using legacy weapons) and have them be useful from a combat standpoint? I want to play a feudal gunslinger armed with a brace of pistols because reloading takes too long, but in a DH2 game alongside a Guardsman Warrior, a Hiveborn Seeker and a Voidborn Heirophant, I just don't know if I can cut it.
Err, no. The book never mentions that his specific way of functioning in Squad Mode works only during solo operations, and not when he works with other SMs.
And you're not answering the question I asked.
Make a Desperado character. Granted, if your gimmick is that you're going to use only flintlock pistols, you're going to suck either way because flintlocks are weak, even if you take a Feral homeworld. So stop fooling around and take proper pistols.
On a different note
>reloading takes too long
Rapid Reload and weapon upgrades can improve that, plus in my personal experience fights rarely last long enough that you need to reload midfight.
In my opinion yes and yes, item quality should factor in for starting acquisitions, as well as background bonuses. Also, Peer talents may help as well.
With my AdMech character GM allowed me to take Very Rare cybernetics at chargen. So, there's that.
I don't think they need buffing.
They are task oriented weapons with a specific purpose intended, silent kills on civilian targets.
The armor is good, the weapons are not. Play to the spirit, not the hard mechanics if it means failing in your duty.
>in my personal experience fights rarely last long enough that you need to reload midfight.
Heavily depends on what gun you're using and the circumstances. Plasma pistols and hand cannons routinely run dry mid-fight in my experience, and more generally there are several types of guns are able to be emptied within 2-3 rounds easily, while an average fight might last 5-6 rounds. Of course, if everyone involved is sitting in heavy cover and plinking away like they're playing CoD instead of gloriously charging the enemy armed with a chainsword, a flamer, and unwavering faith in the Emperor, fights can last even longer.
>as it isn't that hard to find gear whilst playing the game now.
I disagree, findign gear in DH2 is quite difficult compared to the other systems that use test-based acquisitions, AND thanks to the Subtlety penalties also actively hinders the party's mission.
If you are trying to buy in bulk or get fairly regulated goods, yes.
But compared to DH1e, far easier, and I've yet to encounter any particular difficulties getting what I needed to do the job well, unless the item was just unavailable in the area.
>my administorum contact didn't have disguise kits
The underhive is also literally a frozen ruin called Hel by the locals, and it's caving in on itself due to drilling for promethium.
Right now, the warband is stuck in the middle hive, so it's a no go.
Proper disguise kit includes more things than just new clothes and makeup, like contact lens to change eye colour, voice modulators, attachements to change the appearance of the face structure, colloid substances for fake scars etc. Plus, how are you going to disguise yourself as a beggar or a street pusher with materials from a fancy store for nobles?
>a fancy clothing or makeup store for spire nobles? Surely those would function similarly to a disguise kit.
I'd allow players to make an an equivalent of Poor Quaility disguise kit with the materials they may find there.
First time GM here, going to be starting some Dark Heresy (2nd) with a small group. Is the scenario in the book a good introduction for us to get our feet wet with the rules? I also have the older 1st ED book if that scenario is better?
Also, any general tips/help/advice for a new DH GM would be great.
The NPC stats in DH2 books are overinflated. If your players make their PCs with no additional XP or stats above what rulebook gives them, they'll be outclassed by what should be a rank and file mook.
Tone them down, or use profiles from earlier books, or give your PCs some extra juice at the start.
Getting your feet wet can work with even just the simplest scenarious. First DH I ever ran was about misterious graffiti appearing all over a hab-block (the players weren't told but it was Nurgle's symbol, hence the Inquisition attention), which they traced to mutants sneaking out at night to paint 'em, and they traced the mutants to a lower layer that got cut off in a hive quake and the survivors turned to Nurgle worship to survive, then when the party crawled down through some old vents and rat holes they had to stop a daemon summoning from happening. Quick and dirty plot with minimal planning required.
I am thinking about running a vehicle based game of Only War where the PCs are crew members of some Imperial Armored vehicle. Has anyone done this before, any tips or tricks for alot of vehicle based combat.
>The NPC stats in DH2 books are overinflated.
Well, the troops are. The Elites and Masters are under-inflated because they have no useful Talents or Traits that allow them to actually threaten an entire party at once.
>"Hey guys, I want to do a campaign where everybody is on a vehicle."
>"I'm not on board with this."
>His character is literally not on board
>Gets left behind as the party drives off and is never seen again.
Could also give them their own vehicle. There are two regiment types like that, the Heavy Recon with sentinels and Rapid Recon with tauros. Found in Hammer of the Emperor and Shield of Humanity respectively.
Consider the type of vehicle first. A Super heavy tonk will function differently than a scout team of Sentinels or a Dracosan transport run.
Then, consider how much out-of-vehicle action there will be. Will the players just be driving tonk from warzone to warzone, or will they have to politic for the best fights, etc.
Lastly, consider how often resupply will be. A tonk is only a bunker once it is out of shells.
Ah yes, how could I forget
Right, so was talking about it in the last thread, so here's the basic I've got for a Warboss I intend to throw at my kill team.
Ork Bad Moon Warboss
WS 60 BS30 S(11)60 T(11)60 Ag40 Int30 Per 35 WP40 Fel 30
Armor: Customized Mega Armor: Head 10, Body 15, Arms and Legs 12
Special Rules: Counts as normal Mega armor, which also imposing -2 to the Ag bonus for the purposes of movement.
Talents and Skills: Same as boss.
Weapons: Good Quality Twin Linked Big Shoota, Good Quality Power Klaw, Normal Quality Battle Cannon(Grot Loaders, Inaccurate)
Battle Cannon rules: Custom mounted on his enhanced Mega Armor specifically to fire the weapon, this cannon, a traditional Leman Russ weapon, makes the Warboss a huge threat at range. To fire this weapon, the warboss must forfeit his movement and any other action.
Grot Loaders: A battle cannon traditionally requires an entire crew to fire, and the Warboss has outfitted his Mega Armor to pack a crew of 6 grots to load and prime the weapon for him. In between the rounds of shooting, the grot crew will emerge from boltholes in the armor to reload the weapon, taking a single round to do so. This allows the Warboss to fire the cannon every other round. During the loading action, the crew are vulnerable to fire, and called shots can kill them. However, even while loading, they still benefit from the Mega Armor. Treats them as having an Armor equal to the head armor of the warboss. The first two grots killed have no effect on the loading time of the weapon, but for each additional grot killed, increase the loading time of the weapon by one round.
If a Kill team member manages to score an Emperor's Fury result against the Warbosses head and pierces the armor, the damage manages to hit and kill a grot instead of the warboss himself.
Tactics: Favoring loud and very big guns, the Warboss fires his battle cannon at any who cross his path with wild abandon. At range, he alternates between firing his Big Shoota on full auto at the closest enemy he can see and firing the Battle Cannon at the largest group of enemies, laughing loudly the entire time. If an enemy approaches him in melee, he's more than happy to employ his Klaw, but the gun crazy warboss will also fire his cannon at anyone in melee with him as soon as he's able, trusting in his enhanced armor and natural Orky toughness to allow him to continue fighting.
Killing his Grot crew will leave him furious, and he'll rapidly attempt to close to melee with his enemies at this point, made much harder by his glacial speed.
What I've got thus far for an idea. I'm considering having the team need to test to see the grots if they're not close, either a vision test or a hearing test(the grots have to tell the Warboss the gun is ready manually).
Its Only War. You're playing as a soldier of the Imperial Guard, an organization that routinely throws lives into a meat grinder until that grinder is so overloaded that it ceases to operate. If it was less cruel than the setting and your place in it wouldn't be authentic.
Dark Eldar, Ork hordes, platoons of storm troopers with backup. A fucking orc boss with powered armored nobs. How the hell does a single squad of poorly equipped guardsmen beat any of this.
How would you roleplay a Warp Talon? I know there's an entry for them as an enemy in Tome of Excess, but I'm curious how one would work as a PC.
Also, would they behave like an Astartes or a Daemon?
Your primary problem is that you have two false assumptions
Players might be commanding several squads or a full platoon of Guardsmen or have lots of NPC backup, depending on their regiment
The PCs can be anything from shitty penal legionnaires to Kasrkin or be in a fucking Baneblade or a squadron of Leman Russes. OW has tremendous power variance.
In Final Testament and other adventures, it's pretty much stated that you're supposed to playing light infantry. In fact, if you're using any vehicles at all it gets even worse.
At one point, the players convoy is ambushed by a mechanized infantry platoon, boxed in on both sides by explosives, and bombed by ork fighters. Most of them would be lucky to survive the first few rounds nevermind emerge the victor.
Think of how you would play a literal rapid dog, because that is exactly how you're going to be playing a Warp Talon. They aren't just juiced up Raptors, they're deranged, bestial mutants who lost their minds long ago. In an actual game with roleplaying involved, they shouldn't be playable characters.
Actually their entry in Tome of Excess just describes alien intent beyond normal human understanding. They take corrupted humans with them on their raids in the sector and even participate in terror strikes- but they seem to be more allied with the warp itself than any warband.
Would you allow to use torpedoes as ICBMs to avoid having to park the ship on low orbit? And how many atomics would you allow per torpedo.
My characters want to build a dauntless light cruiser (the one with two prow weapon slots) as a kind of red october. The want to keep a rival dinasty on the lash, and they think a long endurance stealth ship with long range nukes is the best in case they don't beheave.
Does anyone have stats for any of the new(ish) skitarii? thinking of running them for Only War, but cant find any rules online
One of my players wants to challenge another to a honour duel for the perceived slight.
How do you think these are handled in Deathwatch? I would imagine they are not condoned due to damage to unit cohesion, but the organisation as a whole prefers turning a blind eye on the duels as ling as nobody gets seriously hurt.
Should they be rather public affair instead and if not, what kind of censure could the players expect?
Loss of renown? Requisition penalty? Make it harder to them to advance to command positions? No battle honours?
From memory, there was actually an honour duel in the Deathwatch novel
Probably wasn't thoughwhich was fought in their training pit, stripped of everything but a chainsword or some other training weapon. It'd probably be accepted though, Astartes are trusted not to hold grudges that would impair mission stability. Something to look into.
So, last night I managed to sit down with my three players of my Imperial Knight campaign Heavy Metal Chivalry and hammer out their character concepts and backstories and I thought /40krpg/ would find this as amusing as I did.
>Sir Janusz Soltyski - A polish Hussar in space who pilots a Cerastus Lancer called Zawizsa with a pair of fuckhueg wings bolted to it and painted in Red and White livery, with a winged Mammoth as a heraldic device. Freeblading since his house is dead and he's the last of his line and he needs to find and purge the fuckers who killed his house.
>Sir Maksimov Crnaev - An angry space serb piloting a Gallant named the Vengeant Crusader with twin Thunderstrikes in blue and crimson livery with a Wooly Grox as a heraldic device. Freeblading because he's chasing a mysterious Black Knight who killed his father and has put himself in self-imposed exile until he can avenge his father.
>Sir Nika Melor Maksimillian - Mercenary space slav of unknown heritage who pilots a Crusader called Liberty Primus in blue and gold livery with a space turtle as a heraldic device. Freeblading because he's a 7th generation Freeblade and he needs to continue the family business of fighting like motherfuckers and getting paid for it to not disappoint his father and grandfather before him.
Together, these three Space Slavs will go looking for the Holy Grail, rescue fair maidens, fight Babylonian Space Satanists, remove Kebab and probably commit an atrocity or three and get drunk as balls on moonshine vodka distilled in the reactor coolant tanks of their Knights (an expert moonshiner was seriously a request for a retainer by Maksimovs player).
So /40krpg/, how glorious do you think their Knightly quest will be?
Can't go wrong with Fury Road, but I think anon wanted something with less gravitas
With that in mind, look into songs that were used in the Dukes of Hazzard movie. Some of these should fit what you're looking for.
This sounds like it will be hilarious. I for one would not be opposed to some storytime from you/them.
Question: did you in any way specify they should be space slavs, or did it just happen?
>This sounds like it will be hilarious. I for one would not be opposed to some storytime from you/them.
Will definately happen.
>Question: did you in any way specify they should be space slavs, or did it just happen?
A bit of both. Maksimov was first out with wanting to go Space Slav, Janusz player is fairly new to roleplaying and went for playing a Space Polack because he is himself polish and polish lancers are just cool. After that, it wasn't hard to convince Nikas player to continue the theme of Slav Knights in space.
Hmm, well. I'd suggest Stormtrooper equivalent stats (I think the OW Corebook has them) and tweaking around with the talents. I doubt any of them should have the machine trait, but some simplified rules for their cybernetics would be appropriate. As for their wargear, I'm not entirely sure how to stat them out. The Galvanic rifle should be a Basic 150m 2d10+2 I Pen 4 Clip 15 Rld Full or so weapon atleast though.
i was thinking pen 6 because AP 4, and they are ment to be AP weapons.
why no machine trait? seeing as servitors often have it, surly the heavly augmented skitarii should?
Seems like a good start at least, do you know if there are any equivalent of the rust stalker/ infiltrators?
It's Ap 4? I thought it was a S 5 Ap 5 weapon.
>why no machine trait? seeing as servitors often have it, surly the heavly augmented skitarii should?
Servitors are essentially grimdark robots though. But I'm basing it on the codex and the Crux Mechanicus, or whatever it's called which is when Skitarii have reached a certain point of augmentation that they're essentially a brain and a sack of organs in a machine body, which would be accurately represented by the Machine trait. It's also something that mostly veteran and Skitarii primes have, iirc.
It's not entirely ruleswise wrong, but it might give a basic Skitarii Ranger/Vanguard too high a soak (because Skitarii Warplate is described as similar to Stormtrooper carapace in protective quality) and it'd be better to represent veteran ones.
its str 4 ap 4, 30" precision shot.Its a poor-mans sniper rifle
> But I'm basing it on the codex and the Crux Mechanicus, or whatever it's called which is when Skitarii have reached a certain point of augmentation that they're essentially a brain and a sack of organs in a machine body, which would be accurately represented by the Machine trait
i am confused, you say that they shouldent have the machine trait, then say its perfectly accurate?
as for the soak,its a fairly high power game, with out 2 melee players both having eviscerators, and they always make a tactics roll to work out what weapons to bring, so i can point them at plasma and melta. that and they have a sentential along for the ride
>its str 4 ap 4, 30" precision shot.Its a poor-mans sniper rifle
Oh right, that's true.
>i am confused, you say that they shouldent have the machine trait, then say its perfectly accurate?
It would be accurate to use the machine trait to represent Veteran Skitarii and Skitarii Primes, or whatever the Squad leader title the codex used, not regular Skitarii.
>three Space Slavs
God damn, I am so sick and fucking tired of this meme.
Every other 40k game I join from /tg/ is full of cucks jerking off to muh slavs.
It's never space cowboys, never master and commander in space, never anything actually fun or original, no 100% of the time always people jerking off to russians and slavs.
>It's never space cowboys, never master and commander in space,
>never anything actually fun or original
I won't say that these are not fun, because fun is subjective anyway, but they are definitely not original. And if you don't see them too often, blame your poor luck. Or maybe you could look for your game in different circles than you usually do.
>It's never space cowboys, never master and commander in space, never anything actually fun or original, no 100% of the time always people jerking off to russians and slavs.
I've done all of those before, but never space slavs.
Meemes, meeemes everywhere.
I'm in a slump for ideas as of late. I play a Mekboy in a Rogue Trader campaign and I just don't know what to do in the down times or roleplay avenues other than scream at people, fix the big ass ship up whenever my dimwit group members fuck it up or fix their damn social issues and encounters with my huge as fuck Intimidation / Command skills.
Any pointers on being a rogue trader? I'm gonna be playing one in a few weeks and want to get into the mindset and kinda know what to expect abit from being the role. I'm thinking of being a pitfighter born on a penalty planet. Won her Warrent of trade through a bet with a rogue trader
Craft mad inventions and trick out ship's warpdrive, whether local cogboys want it or not.
No rogue trader would respect such bet willingly. Giving away the licence to go everywher you want and do everything you want to some unwashed pitnigger just because he outbet you? I'd shank the fucker (not personally, obviously) and be done with it.
Mad inventions, like what?
Cogboys have all been replaced steadily by ork boys and gretchins over the past 3 months. I practically OWN the ship sans the command deck and living quarters.
Then start working on a mechanized ork army in the hidden corners and holds of the ship. Finally, when the time comes, just stroll up to the puny 'umies, and give them an ultimatum: they can submit and tag along, or be the first victims of your WAAAAAAAAAGH
Well the only thing I have because of the origin path is an implant that gives me +6 to any characteristic other then that was told to come up with something, but what the fuck do I have that a trader couldn't buy?
What you could do is have your character earning a favour and a gratitude of a RT, enough to be taken into their crew on a serious position. From there, you could plot/con/inttriguemurder your way into a position of inheritance, earned enough popularity and influence in the flotilla (being a pit fighter doesn't mean you can't be smart, manipulative and crafty), and after a sudden death of the RT, which you may or may not have a hand in, you eliminated the remaining competition and assumed the mantle of a RT yourself.
However, roleplaying a character that can pull something like that is going to be very difficult, but if you're up to it, go for it. You're a pitbull with a mind of a snake, cunning, savvy, tenacious and aboslutely rutheless, heartless and remorseless. You have vision, foresight, , and always aim for the top, get what you want ant take names, and those that go against you inevitably get their lives ruined. You obviously have some charisma, but it's a charisma of a brute, animal, king of all beasts. You rule less through charm and more through fear and promise of reward.
In short, go for a "gang lord" RT.
So, thank you guys for some imput. Gm likes the idea, so basically a pit fighter from a penal planet, she won a bet that placed her on to the RT's ship and then cloak and dagger education her way up the chain until she basically put herself next in line, once the RT died she eliminated any opposition and got the warrant. Though the dynasty is dying (only 20 profit starting ) but got a big ship (70 sp)
You'll want a weapon with Shocking, because that causes Fatigue, and/or a weapon with Snare, because that makes them helpless, if you want to capture things. Toss on some manacles and you're a bounty hunting machine.
>You'll want a weapon with Shocking, because that causes Fatigue
What if I used a shock weapon to preform a stun attack, wouldn't that cause 2 points of fatigue or are the two incompatible?
This is probably more of a general GMing question then a 40k one, but we're play Black Crusade and everyone is feeling very helpful today so here I go.
As the GM I feel like I've been doing a lot of the heavy lifting when it comes to combat description. I understand it's up to me to make a simple exchange with orks flashy and interesting and I try my best but this is how some of our last combat went:
>Alright you have an ork horde barreling down the scrap heap at the group of you roll init, alright top of the order player A you're up
>Player A: I shoot my bolter ( rolls several DoS)
>As your bolter rounds crash into the sea of green you see several boyz go down. There is even an instance of ones choppa being shot out of his hand, crushing a gretchin.
>Unfazed by the death of those in the front, those behind trample over their corpses and engage you in melee just like Gork N Mork intended (players take some damage as the horde attacks) player B, you're up
>Player B: I attack with my powersword (rolls a ridiculous amount of DoS)
>Suddenly you are met with a bloodcurdling howl over your vox, as the three of you duck and look around you see Player B go on a killing rampage. You have seen him perform astounding feats in combat before, but you did not know a marine of his size and strength could move so quickly. Ceramite fists crash into ork bodies as his power sword arm skewers another. In a single fluid motion a sweeping blow turns into a leg sweep that ends in a wet crunch as Player B is surrounded by Ork bodies they seem to break into a dead sprint away from the gore covered beast ( Orkz break because of massive casualties)
>Player B: neat
Maybe it's just me bitching, but I wish my players gave me a little more feedback and stuff then, I roll x. I've been trying to work on my RPing and combat descriptors, but it feels like a bit of a waste when all I get back is a neat. Not even a one liner in character /endrant
I guess what I'm asking is how do you engage your players to give you any sort of descriptor or RP in the 40k games? I've played with these guys for years and they're great, got all the rules down, make cool character backstories. Hell I told them to write up potential story hooks in the form of relics that they carry and they blew me away.
That being said I still can't get them to do anything more then, I roll x to do y.
I generally get them to think how they've killed the 'x' and then have them describe it. Slow RP days it seems to help jar people back into thinking about more than just "Roll y to succeed at z". Plus it often turns into a game of one-up as everyone tries to outdo the last one.
I suffer this problem as well. Even worse is that the other game we play is Edge of the Empire and the players just don't seem to want to take a hand in reading what the die results do and suggest how it unfolds. aaaaaaaaaaaaaa
Have everything planned out for your first session, but make sure that the majority of your clues don't need to follow a particular order. Naturally, some will lead into others, but it being an open-world investigation game, it should be far from linear.
For my first time GMing or even just playing tabletop period, I contrived a large scale plot involving a remote feudal world, whereupon a string of strangely conducted murders (via autosanguine) aimed at inciting unrest posed a threat to the success of the imperial tithing. The players ignored all of my well placed flags, and decided that the first thing they wanted to do was go to a late-game boss room packed full of criminal baddies and announce that they're from the inquisition. Nonetheless, I found a way to give them clues from there, and made the plot flow like a motherfucker.
Long story short, they discovered the murderers were a red flag operation conducted by a local prominent noble, designed to incite war with a local bunch of tribals and pinned upon a local tech gang coalescing to a faction of the PDF. The noble himself was being manipulated by Tzeench cultists who had infiltrated the society long ago, and this entire time had been precipitating unrest in order to draw local attentions away from the nearby diggings of a local explorator who had turned to chaos. The explorator was using his contingent of servitors to excavate the buried ruins of a space craft which had crashed on the world during the Dark Age of Technology, and contained (amongst countless other heretical artifacts) a massive warp-based mech suit. The mech suit was just weeks away from being successfully salvaged and made operational, and evidently possessed war-changing power. What the acolytes never found out was the intentions of the Tezeench cultists to turn it into an avatar for their god (or at least a greater daemon), which would sow discord and increase their god's strength.
eww this is a wall of text.
But anyways, the acolytes next actions were effectively the same in either case. They spent the next weeks resolving local disputes and power struggles, generally playing politics; all for the purpose of obtaining the tribals', pdf's, household guards, mechanicus', etc support and troops for use in a massive combat versus the heavily dug-in explorator and his mercs.
And this is all between them insisting on interjecting in domestic disputes, romances, small time quests, etc in order to generally improve the general quality of life on that planet.
That all ended up taking quite a lot of time (being the new GM, I didn't realize it would take us so long to resolve all of that... I seriously thought it would be a 2-4 session campaign). What makes us all salty to this day, is that we weren't able to finish the game. The acolytes had all just secured the loyalties of the various factions, and we ended up leaving off with them IN THE PROCESS of flying to the final battle.
Eh, actually, a lot of this isn't really advice for you. I guess I just posted this story time on a whim.
I guess my point is, be flexible. I knew what was going on in my plot, but my world had a near modular nature. Wherever my players went, there were plot hooks to tie them into this twisted web, which would yield further clues, and a few potential leads to follow up with other sub-plots.
It's no wonder that it took us 12 4-7 hour sessions to not finish... But that was more due to how much content I had packed into that story, more than this style of DMing. My players fucking loved it.
Additionally, I can't stress enough that you should never be afraid to go too big. After dealing with a moderately rules-heavy system like Dark Heresy with a heavy plot during my first time ever playing tabletop, I feel more than prepared to deal with anything players can throw my way. Trial by fire, anon.
I wouldn't really see the point in giving elaborate descriptions of how you attack or stuff like that before rolling, if you fail it's wasted effort, and even if it succeeds just saying the combat action you want to perform is easier and makes it perfectly clear what is it you're trying to achieve.
This is how the All Sisters Party handles Heresy. Or at least one of them, anyways.
I recall reading somewhere that the Black Ships use a psyker potential limiting drug so that the whole ship doesn't become a warp storm on it's own with all those unbound psykers on board, does anyone know about this drug?
I seem to remember it doesn't suppress their powers, it just renders them almost completely incapable of concentrating.
Which combined with the Psy-Dampers and Blanks results in a pretty effective countermeasure.
She's the party's face and happens to dig Eldar stuff. That may be due to the fact she was "forced" to cart around a Banshee's soul stone for awhile and had to listen to the Xenos laugh at her ass 24/7.
How do you think Wraithlords and such work? They literally just throw a spirit stone into a wraithbone construct and point it at an enemy. It's not that far-fetched to have the psychic "soul" interface with the outside world.
So far, there's a Rogue Trader flowchart, a Sisters flowchart, and a Necron Ancient Codes flowchart. We still need a Black Crusade and a Guardsman flowchart.
Actually fairly close to what my group does...until the looting part. Then we need a special chart for the Explorator and the Arch-Militant. Also one for when people get injured or fail a Fear test.
So /tg/, I'm a GM for Only War, and I'm trying to think up the background for my players' regiment, and I'm looking for some ideas. The information I already have is as follows:
Homeworld: Post-Cataclysmic, specifically with a "Mad Max" type feel to it, scavenging, stealth, and survival is the name of the game. As for the name of the planet, I'm trying to come up with a name that would be in an out of the way system but would be more numbered than named, something like "Epsilon Theta 6" or something. That being said, if anyone has any fitting homeworlds that already exist in the fluff, I'm more than happy to change it to one of those.
Regimental Commander: Bilious, so I have the image of a constantly irritated Colonel (maybe he has hemorrhoids) but is still relatively competent. Colonel Gyles is the name I have in mind.
Regiment Type: Guerrilla. I'm planning on having the players be a special missions squad, with mission types ranging from infiltration, extraction, assassination, all the way to sabotage and demolition, but with very little if any line fighting.
For their special doctrines, they get Augmetics, making it easier to get bionic implants and replacements, in keeping with the kind of scavver/cobbled together feel of their home world, and Covert Strike, giving them free synskins and preysense goggles, and making it easier for them to get stealth equipment from the munitorum.
Their regimental drawback is Honor Bound, which makes them have to take a willpower test at -10 to refuse a direct challenge or an insult to their or their regiment's honor. I'd fit this into their homeworld as being as a result that all a person would have there is their word, having little else to barter with.
All in all, I have Mad Max type scavvers decked out in high tech augmetics and stealth equipment running raids/assassinations/demolitions/extractions behind enemy lines.
Just looking for some ideas for background fluff about the regiment.
Good God, I can only imagine that horror, especially with Edge of the Empire's fucking fantastic dice system (that doesn't help if your players are unimaginative retards).
>an expert moonshiner was seriously a request for a retainer by Maksimovs player
Maksimov's player here, I might as well post the list I made of my retainers and the reasons I needed them.
50 men at arms to scourge the foe with and keep my people safe, equipped with carapace armor, riot shields, and chainswords for maximum knightliness.
30 Sacristans to keep the armor fixed and my people equipped with tech items
5 loyal Ministorum priests for the blessing of arms, holy recitation of grudges and hatreds, and burning things.
1 loremaster to keep the book of grudges updated and remind me what I hate and why
2 archivists to hold the book up while the archivist updates it and assist him in other items of business when he needs them.
2 flagbearers to blow trumpets and look intimidating at official functions
1 excellent moonshine brewer able to convert various technological garbage and organic refuse into good vintage
1 butler to keep track of everything and be sarcastic at people
1 diplomat to apologize for things I do not actually feel sorry for
1 barber for the maintenance of glorious manly hair and beard
1 tailor for glorious medieval outfits
1 young and androgynous squire for various tasks and the inevitable jokes
1 musician to compose songs of glorious deeds
1 cook to convert hellish foreign food into familiar items
1 beastmaster to take care of my dogs and grox
1 healer to apply tried and true tested methods of healing such as balancing the humours
15 barely-tamed wolfdogs and various pups to remind me of home, intimidate people, and feed heretics with. Also emergency food supplies, as is tradition.
5 hairy groxes to remind me of home, stink up a quarter of the ship, and start arguments among biologists whethere they're actually grox or something else.
I suppose you haven't yet come up with the cataclysm that destroyed their homeworld.
Here's a possible idea: for one reason or another, perhaps a sudden, overwhelming Ork or Tyranid or Chaos invasion, the planet was at risk of being utterly consumed. Thus, an Inquisitorial ship with a Cyclonic torpedo on board was deployed to perform Exterminatus immediately if the war is determined unwinnable. However, in an orbital battle, this vessel was downed and crashed into the planet, with the not yet fully primed Cyclonic torpedo not going off properly but getting damaged enough (or perhaps its already humongously powerful detonator was the one to go off, but since it was not inserted into the warhead, the full payload did not trigger) to unleash a devastating firestorm across most of the planetary surface regardless. This has proven enough to annihilate the invading force, as well as most of the biosphere, but the small chunk of the populace that was cowering in ancient bunker systems underground did survive, and the Imperium decided that this was a good enough outcome, and so the only tithe the planet can offer anymore is hardy survivors for the guard.
I seriously need to make a list like this for RT. Probably slightly less... tongue-in-cheek, I guess.
I really enjoyed the loremaster, butler, and diplomat.
"Percy! Write this man's name in the book."
The ancestral book of grudges is also large and sturdy enough to require assistants to hold it still while someone writes in it, and doubles as Maximov's personal-combat melee weapon. It counts as a mono-upgraded warhammer.
The one in the back doesn't look so bad compared to the rest.
Luckiest psyker in the Imperium as of now.
Then that puts a wrench in my train of thought. On one hand it's probably heresy, and on the other hand it probably won't help the SoBs paying off their student loans.
Alright, does this sound like a decent idea for a Rogue Trader?
> Underclass, manufactorum worker on a hive planet, due to an Adminstratum cock up, has now been given a Writ of Trade
> No major connection to either assorted Hive gangs or specific noble families, simply a poor hive worker accidentally elevated to a position of ridiculous power
>Given a crappy merchant ship by the local nobility as something as a joke and insult in regards to his new position.
Does this sound like it could be fun or not?
You know those huge illuminated coffee-table bibles? Imagine one of those, with the cover made of solid metal and the pages heavily reinforced, and every page is full of ancient grudges and the crimes that caused them to be sworn.
>due to an Adminstratum cock up, has now been given a Writ of Trade
No not at all as that's not how writs of trade are done, the administratum doesn't issue those, they are signed and issued by the highlords of terra themselves
Hey, i'm looking for some stats on archaeotech jump packs and power armor that were included in one of Rogue Trader's adventures - i think its lure of the expanse, maybe another?
If someone has a page number or can point me in the direction, i'd seriously appreciate it. Fuck unsearchable pdfs
The Archeotech loot from Lure of the Expanse is on page 82, however none of it's Power Armour or a Jump Pack.
I also don't remember any such Archeotech existing in the other books either. It's worth considering making your own though, Archeotech is in no way uniform. There's even rules for it in Stars of Inequity, pages 83 to 92.
The Navigator's house itself may be more powerful than the Rogue Trader, but the Navigator himself is a mere envoy of the house itself (rather than its true leader, as the Rogue Trader is), and in a position that the Navis Nobilite would murder millions for.
Travelling with a Rogue Trader house provides the opportunity to chart previously unknown Warp Routes, the charts for which can make or break entire houses. What's more, keeping the Rogue Trader in your good graces means that he'll likely use your House to provide Navigators for his further ships travelling along those routes.
Navigators and Rogue Traders exist in a symbiotic relationship, If a Navigator ruins that relationship through his own petty bullshit? His House may just have him replaced, depending on how important he is.
I'm not talking about ruining it.
But symbiosis also doesn't mean that you just sit on your ass in the ship forever because the guy won't let you do shit.
You've every right to disembark on an Imperial World and enjoy the comforts due to the nobility, as well as plenty of other freedoms.
You're not even formally bound by most Imperial laws or authorities as a Navis Nobilite.
Most people just seem to think the Navigator is a scrub that isn't allowed to leave his Sanctum and has no agency.
>Decide to check out the vehicle section in Shield of Humanity
What the absolute fuck?
This is even more inexcusable since there are stats for the damn thing in the ranged weapons section.
The supposed twin-linked lascannon on the tauros venator doesn't have the twin-linked quality either.
Ignore the haters. Yeah, this ain't "cannon", but it's funny and fits with the black humor of the setting.
Say this was one in a million. Say that the old Rogue died along with most of his family, and that due to some bizarre shenanigans this schlub is the universally recognized heir to one of the mightiest Rogue Trader houses in the sector.
So now a person with no skills, no knowledge, and no bloodline is in charge of a battleship with near unlimited authority, and has a cadre of extremely dangerous men and women technically at their beck and call. What could go wrong?
Obvious twist: OF COURSE it wasn't for real. OF COURSE it was the real heir's secret ploy, as part of some elaborate plan to wrong foot their enemies, and they'll be coming to retake dear old dead grandad's ship quite soon.
The only hitch is that by this point in the campaign, the crew has come to rather like this scrub they picked up. So now there's a fight brewing between the "legitimate" heir, and the scrub and the other, hardcore pcs who have become loyal to them.
Honestly, this sounds awesome and funny to me. Go for it anon.
I would totally play in this game. Very much especially if he played as super naive and makes bestest buds with random members of the crew instead of using and abusing them. Inspire loyalty through comisseration and craps games. Spending fluff money on improving crew conditions (speaking of- I've looked and maybe I missed it but crew housing options RaW are limited to bad, worse, and torturous.) I think it would work well even in a mostly serious non-slav game.
>This has proven enough to annihilate the invading force, as well as most of the biosphere, but the small chunk of the populace that was cowering in ancient bunker systems underground did survive, and the Imperium decided that this was a good enough outcome, and so the only tithe the planet can offer anymore is hardy survivors for the guard.
Sounds like Krieg.
Because multiple agencies and organizations in the Imperium running around in circles to get hold of a warrant of trade is totally unheard of. Possession of one can be far from granted, if someone either fucks up or fucks you up the warrant could go anywhere during the succession.
Purely in core, you can get "penalty-free" housing as your best option, and a slight bonus with some real fancy ass life support system. I think there's a decent living space component in some splat books.
There's also "noble" quarters for passengers and stuff that will actually drop crew morale out of jealousy.
I can tell you that if you use the Navis Primer rules for warp travel (and everyone should), you start caring a little more about Crew Morale.
The same organization in charge of enforcing the Warrant's obligation should deal with it.
In Dark Heresy 2e, if I have a balanced sword and a shield, do they stack for parrying?
If no, if I have an unbalanced weapon and a shield, does that mean I can parry with the shield and not worry about the unbalanced modifier?
So for DH2: Electric Boogaloo, I'm looking at making a priest style character. However, the GM put some hard restrictions on the roles. This restricts Judge Dredd, Tech-Priests, and normal priests. Is there any good alternative for playing a priest like character?
I was the one to bring up NP Warp Travel.
It boils down to:
Do you want Warp travel to be a fairly quick, mostly side thing that's done in a couple rolls? (And also has one roll that will allow you to stack the entire thing in your favor) If yes, use Core rules.
Do you want Warp Travel to be a dangerous undertaking and adventure in its own (Quote: "The order to enter Warp space is the most dangerous command a starship's captain can give.") that will challenge both the Navigator and the crew as a whole, but also offer the chance to increase your PF by charting new routes and in general offers more consistency and interaction? If yes, use Navis Primer.
Just be sure everyone knows what you're going with first, as it will change what skills the Navigator will have to roll as his primary checks, and adds a couple ritual steps for both him, the RT/Missionary, a new check involving the Pilot, etc.
However, warp travel will also be a lot more dangerous if you consistently forego the use of charted routes, or fail to prepare for an uncharted journey to make things smoother.
And a minor gripe is that Trade (Astrographer) got basically completely phased out in those rules. It may be worth houseruling that THAT is what's used to make charts, instead of just Navigation, but also changing it to be based off INT, not AG like it is for some reason.
Well, he isn't restricting them merely as a, "Fuck you". He has a plan for an interesting campaign, but I guess the aforementioned restrictions just wouldn't work at all.
Like a former torchbearer?
>if I have a balanced sword and a shield, do they stack for parrying?
I'd say they do, you use both for defending yourself after all
>if I have an unbalanced weapon and a shield, does that mean I can parry with the shield and not worry about the unbalanced modifier?
You'd only get the bonus from the shield then, but yeah you could, that's the point of having it in the first place
Thanks. Part of the confusion is that Defensive explicitly says when the weapon is used to parry, but Balanced just says it gives you a +10 balance when you have a balanced weapon.
I tried to google this shit first, but I think everyone was talking about 1e.
So if I have my math right, if I'm untrained in parry I take a -20, but if I have a sword and shield then I have +25, meaning that, if my Agility and Weapon Skill are the same, and I have training in Dodge, I should still Parry if I'm in melee.
It's always nice not to forget stuff like the Explorator and Navigator both being "mini factions" on the RTs ship, with the Explorator having his little mechanicus congregation (he is a priest after all) and the Navigator having bodyguards and servants loyal to and paid by the Navis house to protect their genetic asset and navigational charts locked in the spire.
Missionary can make his own little breakaway group too.
AM and VM shack up with the lowerdecks guys that also only speak Low Gothic.
Seneschal informs about all those fucks by having his own little group of paid off crewmen spies.
Astropath is in on everyones shit because he gets to listen to everyones phone conversation.
RT has no one except the knowledge that a solid 10 or so people on the ship are probably assassins sent by his own dynasty to fuck him up if he risks the warrant.
So, I'm kinda getting the hang of playing an Ork, but I noticed they're kind of shit at shooting. Both in their intrinsic Ballistic skills and weapons.
Or maybe I'm missing something.
The guns all seem to be very little pen.
Like, the biggest pen rating is 1 on a Big shoota.
Sluggas and Shootas are 0..
How can get some firepower?
As protagonists or a plot device?
If former - just like any intrigue-politic campaign, except you can't poison your adversary.
If latter - just run an ordinary intrigue-politic campaign, then throw necrons at them at the very worst moment.
Whenever they fail to provide high quality roleplay and a moment grows awkward or stale there is a necron ambush.
With no mercy and no exceptions.
Condition them into delivering shakespeare-tier dialogue at all times to avoid terror.
hi anon, should have said that, sorry.
I intend to rip NPC profiles out of the Outer Reach Deathwatch book and let the players control them. I think not bothering with any advances to reflect static nature of Necron mindset, as in them being unable or unwilling obtaining new skills or improving themselves.
I've already red Machiavelli's Prince. Anything else I should throw in besides a senile overlord?
Male porn actors in Jap shit are entirely about self-insertion, so it's rare you find a decent looking dude in them.
You need to be able to do 3 things:
Get it hard and keep it there
Have a decent moneyshot
>not including "Be Japanese" and "Do whatever you are told" because they are given
>So if I have my math right, if I'm untrained in parry I take a -20, but if I have a sword and shield then I have +25
I have never seen anyone add the parry bonuses together, as they are added by the item you are using to parry.
Reading Prince should be your players' job and not yours, they need it more.
You could throw in a non-senile overlord. "Senile overlord" is a lazy way of letting players occupy a rather self-aggrandazing spot of a behind-the-cenes manipulators without needing to work for it. Or a sign of a weak-willed GM, who is afraid to entrust their players wth actual leadership positions but is also too afraid to place someone with a position of nominal authority over PCs, in fear of hearing "railroad". "muh player agency", "DMPC pls go" and other buzzwords.
Either let your players be rulers of their dynasty, or put an actually non-demented overlord above them. He may not necessary be sane, but make him coherent - someone who players will have to take into account, and maybe find ways of working around or bring down if they're ambicious enough. Make him an obstacle, an actual challenge, and maybe a plot device. But be fair - if your players make good efforts to overcome him have them succeed. Make him challenging, not unbeatable.
His power may come from two sources - direct might, as being a necron noble he could afford a good-quality body with lots of trinkets to come with it; and his authority over his dynasty, if your players decide to contend with him they will have to beat down more than just him, but his varguards as well (unless they are varguards themselves).
Besides Outer Reaches, look intoFear and Loathing and The Fringe is yours in OP for homebrewed playable necrons, whole with advance tables and other stuff. May give you some ideas. Also, one of BC premade adventures (forgot which) has players descending into a necron tomb. The material in that module should give you a good insight into political climate in an average necron dystance, as well as workings of a necron tomb.
What you actually need to do, beyond reading /tg/ homebrew and theorycrafting by long-dead italians that weren't as good at their jobs as they are hyped as, is work ut all of the background characters, groups, forces and factors, both within the dynasty and outside of it. How they deal with each other, what their opinions of each other, what their immediate actions, plans and golas would be. If you're going to make an politic-intiruge, that you need is to craft a preexisitng political climate to throw your PCs in.
This is an aspect that you cannot really overwork. Make it as byzanthine or as straightforward as you're comfortable with, but you absolutely need to flesh it out before you set your players loose. This way your setting can react to their actions in a fair and consistent way.
Plus japanes culture has this fetish of "beatifull being defiled by ugly", like when a young and innocent maiden is ravaged by a bunch of ugly brutes (See Kuroinu). The facts that it doesn't really look like that but rather than what, well, what we have, is a whole different thing.
How do you deal with Warp Speed /tg/? The party psyker just picked it up and the other two melee folks are feeling pretty useless, and being the pyromancer/telekinetic in the group it makes it hard to see either of those disciplines as all that great anymore. Last night we watched in horror as he dismantled a Chaos Space Marine, and now the other people in the party are afraid they're going to get fucked over in order to deal with the one guy.
That's the thing, I'm not the GM. My fellow players and I are simply concerned that this kind of power is going to make things overtuned and end up killing the rest of the group as well as myself. I'm starting to think that the other combat oriented disciplines got the short end of the stick compared to Biomancy, since this guy was able to essentially turn himself into an Astartes meat grinder with two power swords. In addition to that he takes a hit like a champ. He has essentially rendered the rest of the group invalid in terms of combat ability, while still being decent in the investigation aspect of the game. It is somewhat frustrating.
So he basically netlisted the strongest character option in the game.
Let him have his fun, actually. And let it sink him. You get good, you get enemies. Those enemies start coming after him. Coming after his successes.
That is exactly the problem though. If he gets good, then the rest of the party is the one who is going to pay for it.
Talking with my GM, we're thinking of Houseruling Warpspeed so that it only gives you an unnatural trait or half or a third, rounded up to make it more similar to Iron Arm. Is that reasonable?
Also works, any anti-psyker tech would be beneficial
I would not bother with houserules to be honest, there are other ways to deal with him without endangering the party. As stated, null rods, silver stakes, psy-blockers, Nulls themselves. There are many many options that can counter and disable the psyker
>then the rest of the party is the one who is going to pay for it.
You are playing BC, correct?
You are not playing a tight knit group, you are mercs working with each other. There is no worth targeting the group when all you want is one head.
Better, you can sell him down river yourself once he gets too big for his britches.
*at half or a third.
That's already happened to a degree since the biomancer and I are the two psykers in the party. They just get torn to shreds by him since he has Iron Arm on pretty much all the time.
This is DH2, I don't think Warpspeed is in BC.
>thinking psykers care about pinning
Well it's time to have your DM stop playing fair then. If he is making the party feel irreverent by making a super PC, either talk to him OOC about it, have the DM talk to him about it, or the DM can start targeting him and him alone due to the waves he has made.
Well, it's far from unreal. He has 30-40 chance to resist, which isn't that much and there's only one talent in DH2 that helps with Pinning tests. So a psyker can't really bullshit his way out of this one.