No Shitposting Edition
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.
How do you like your ancient and totally not evil artifacts, /40krpg/?
>How do you like your ancient and totally not evil artifacts, /40krpg/?
Unassuming, mysterious, technological and with legends that mask their true nefariousness.
Yes I'm going to be using this in one of my future campaigns. If my players are reading this, be vigilant and/or afraid.
>How do you like your ancient and totally not evil artifacts, /40krpg/?
Making people question what the FUCK the people of the DAoT were smoking. Also basically space magic with a thin skin of scifi laid over the top.
>Skintight bodyglove with hood that's about as thick and modest as a latex catsuit. Somehow it's AP 8 and invisible to preysense and auspex. These are surprisingly common and seem to have been used as underwear, of all things.
>An armored gauntlet inscribed with odd runes that protects you from harm and lets you shoot motherfucking LIGHTNING. Also may or may not cause megalomania and psychosis.
>A gun that condenses iron pellets into an incredibly unstable trans-uranic element that is immediately shot at people and explodes into a massive burst of radiation with a half-life of about an hour or two, just long enough to kill someone or something of massive radiation poisoning without any long-term effects on the area.
>A massive forge built inside a volcano that takes gold and copper and converts them into orichalcum, an incredibly dense exotic metal with massive heat resistance and also looks unbelievably pimp.
Should be everything under the blast.
>Is it Scrin or Tiberium?
The overture to my symphony.
I need some help writing fluff for a dark heresy campaign and I was wondering if I could pick your brains. My current campaign arc is that the acolytes are going to fix an election on the pelasure world of Reth, as part of a competition with other inquistorial cells. If you ever read the Republic of Thieves you'll know where I stole the idea from.
I've been making a lot of notes on a space station but I'd like a second opinion on what you guys think.
I could use some ideas for more NPC politicians and maybe weird political traditions
Having skimmed through most of it, I can't honestly think of anything now beyond shamelessly stealing shit from it, you've written some good shit anon.
I would however give you the tip of reading about various electoral traditions around the world that are strange and use them for inspiration. 40k uses real world history all the time for inspiration (when its not ripping it off wholesale), doing it yourself adds that little bit of making it feel at home in the dark millennium.
Massive ROF, high magazine, means shuriken pistols are great for causing Pinning while you aim with a more damaging gun, plus they are bolter tier pen and damage. Then 2e made them Razor Sharp just to add extra salt to the wound.
Hello again chaps, First Time Deathwatch GM returning with 3 games under his belt at this point in time.
Things have gone pretty well, with only minor hangups like me being unable to find some things in the books within time frames I would like, and combat taking ages to wrap up.
A few questions though:
>What is Morpha? It's listed in the kit of drugs that come in the combat webbing medkit. Everything else from that list was in the core rulebooks drugs section.
>What do you guys advise to showcase to players who don't have much experience with the setting? 2 of my players play the wargame on occasion as IG parking lot and Nurgle ugly models. I expected them to know a decent amount of fluff, but they don't, like at all. Currently they're on a planet with the objective of taking out any high ranking members of society that have associated with the Tau, which has gone pretty well since for the most part combat comes up in quick and dirty skirmishes and usually ends fast. That being said, what do you think people who have no idea about the fluff would enjoy the most after purging a planet of weeaboos?
>How bad of an idea was it for me to use the non-errata weapons line? I've seen the devastator do some nasty hits, but isn't that his job? I figured I could just throw some heavier armor targets or lots of melee when I'm done with tau so everyone could get a chance to do their part.
>Any good pictures you guys got of "Retired" Imperials. I've had a bit of a them with one of the factions on this planet where they have a lot of ex soldiers or other such specialists who did their duty or AWOLd to settle down into a nice little mafia.
Isn't a hive tyrant something like 100 wounds, 18 toughness, and 10 armor? 2d10+12 Pen 5 vs that which comes out to 23 reduced incoming damage from wounds...
Am I missing something? Don't about half of his bullets deal 0 damage? I mean his damage goes up to 32 on a perfect roll +roll again. Is it just the frequency of roll agains?
Rolling 2d10+5 Tearing, with Full Auto meant you were farming Righteous Fury. Old Righteous Fury did the weapon's damage again instead of just 1d10. So you had a very high chance of wiping anything by farming fury.
Makes sense, I'll probably introduce the errata at the end of this mission as part of the requisitioning stage for what comes next. Anything else as for my other questions?
Players unfamiliar with the background should read through the background system of one of the 40k BRBs and a codex or two relevant to the situation. A brief visit to Lexicanum can help as well.
Morpha is the boss of the Water Temple in the Legend of Zelda Ocarina of Time. To defeat it, hookshot its core and strike it with your sword.
The Drug Morpha is not in ANY system according to the combined armory. It was probably meant to be something else, or a remnant of a design change.
See, I figured it was intended as shorthand for morphine as a general anesthetic, but it follows right after "Pain Suppressant", so I assumed it must have another use rather than being redundant with another name. Not like it matters too much, it's a cheap way to get de-tox and a resuscitex with the nice bonus of +20 to Medicae. I guess I'll just go about ignoring it then.
Yeah, because player's always do their homework. Although, one actually did read a lexicanum entry that I posted on the FB group as my "Suggested reading material." Pleasant surprise there.
It's just a little bit jarring when I have to pause dialogue to explain things left in right. "What's a rogue trader," or "What's a blank?" or my favorite, they were in a tau hangar and I was describing the different vehicles there, "Wait, are we in an aquarium?"
Yeah, I have a lot of pausing to pull up images and explanations of hovering troop carrier, land speeder and what not.
Also star wars comparisons work really well for 2 players, I guess it's one way of making things accessible.
Ok guys, I need some pics/inspiration.
Here's the deal:
The villain for my next DH is a Phaenonite Inquisitor (Ultra radical who's into Tech Heresy, for those of you not in the know). He's become a modified Slinnar War Machine, essentially what's left of his soul is trapped within a suit of armor. He can still think and speak, and has sweet plasma powers, but he can no longer experience any sort of sensation and is essentially terminal. At some point, he will run out of will and the machine will take over. His insane plan is to cause enough pain and destruction to become some sort of Daemon Prince before this happens, so that he can achieve true immortality. It won't work, but he doesn't know that.
Anyways, what I would like is if any of you have descriptions or images of cool looking war masks like pic related. I already had a character who wore a metal mask that looked like the placid face of a cherub, who turned out to be a pretty okay feller despite how creepy he was. I'd like this guy to contrast in some way or another. The sort of mask I'm looking for should vaguely resemble a human face or have some sort of expression to it, but really, just go nuts with ideas/suggestions. Thanks!
Question for an upcoming Black Crusade session.
What do you guys think a Vindicare's exitus rifle sounds like?
Really loud, or deathly quiet?
I've been tossing up on the two but haven't been able to draw a conclusion.
Running another DH session next week since my guys just finished up on their first investigation. I want to run them up against a rogue Inquisitor and his retinue, but I need some ideas for the opposing retinue without just having them face off against mirrors of themselves.
So, uh, I want to borrow another group's acolytes and use them as inspiration. Any info about your guys' inquisitorial cells would be helpful.
Chest Cavity is the best spot to put a round in a human and ensure a kill.
I can give you my Techpriest Sage, though he's like, super high level.
Shit, he'd make an amazing villain.
Not when dealing with aliens, mutant and daemonhosts.
Headshots are fine for shit that needs heads them to survive, but an explosive round destroying the torso leaving limbs and heads flying in separate directions, that'll kill anything short of full daemon or some fucker made out of smaller parts.
Morpha is quite literally space morphine, not more complicated than that. It wasn't uncommon to see mentioned in fluff around 3rd/4th edition, but has fallen on the wayside since then.
Welcome to the big boys club, hope you enjoy deathwatch. Errata seems to suit most players, bot not essential. Despite guaranteed crit on a full auto burst, you can very well do without by swamping the team with few separate hordes, forcing the devastator to keep them at bay while the kill team dispatches the MVP.I use errata selectively; for instance, it adds operate personal to the rank1 general space marine advances, which kind of makes sense.
We just started and are low level but we have:
One former arbitrator from a frontier world that was eventually purged for mutation/Chaos-related stuff. A 5'4" belligerent womanizer with a serious fear of flying who wields dual autopistols.
A former "tunnel rat" Guardsman who has been fighting since the age of 6. Budding alcoholic and lho stick addict. Wields a lascarbine and boot knife. Pessimistic to the extreme.
A former drop trooper with a Russian accent who fancies himself the leader. Pure combat type, paranoid and straight edge, the most "Puritan" of the group.
A former street girl and sanctioned psyker who grew up in a temple. Loves fire, doesn't talk much.
I was flicking though the weapons section, and something hit me: whislt melta guns trump equivalent guns in damage and pen,lacking only in range (as it should be!), the multimelta is decidedly ...meh in comparison to other heavies the las cannon is better at vehcle smashing, and autocannon and plasma cannon are better aginst armoured infantry.
How should i house rule the poor little multi melta to be good, or am i just missing something?
>How do you like your ancient and totally not evil artifacts, /40krpg/?
Madness-inducing but incredibly useful.
What's a good way to make time in RT matter? Acquiring goods and traveling through the warp both take time but I'm not sure how to make time relevant without just making a big time limit clock for what PCs need to do.
Hammer in how things go awry when they don't regularly check in on things. Have impending disasters, rivals and so on who work as time goes on.
Use Misfortunes if they get too lazy.
Impose an actual time limit because of prophecy or something.
Read about hedging and future contracts. Then use malice and imagination to make them hurry because their seneschal bought leveraged options and if price of good/service doesn't shift in the required direction, a large chunk of their profit factor is going to disappear
Someone a thread or two ago said the following
>Rogue trader is hilariously not balanced. You can easily capture Imperial Battleships with the right ship equipment at chargen. You can get your Fellowships so high that you could convince Khorne to join the Imperium and Slaanesh to be celibate, and Nurgle to give up hugs.
>Got an Ork in your party, with just a few thousand XP you can turn him into a literal unkillable wall of meet and flesh that only the Dark Elder have a possibility of hurting.
How true is this for the Ork, and what exactly do you get for him to make him "unkillable". His AP scores for the metal armor doesn't go over 4...?
x2 toughness bonus means you can get TB ratings in the 10-12 range or more. True Grit and the 'Ard tree on top of that means he can shrug off ludicrous amounts of Critical Damage before actually risking death. Add on a Wounds score in the 15-20+ range, and holy shit.
If you can't invent your own Mega-Armor or Kustom Force Field, or bully a mek into making them for you, you don't deserve to have them and you don't deserve to call yourself a Nob.
I'm playing Rogue Trader, and I'm not at the rank where I can craft stuff for myself. Mekboy is rank 4 stuff with 13000 exp spent.
I'm not even halfway there.
I plan on starting my own Waagh in the depths of the ship of this Rogue Trader we're working for, it'll take time.
Are there any rules for "becoming" a Nob? Or is it just a size thing. I know you can get bigger via Hulking at rank 5.
Loot and kustomize EVERYTHING. EVERY. THING. If it can't be converted into something useful, break it down into parts. If the parts aren't useful, make them useful. You're a mad mek, act like it, and NEVER EVER stop fucking with every object in sight.
Already got the looting part down, customizing will be next when I am able.
I was thinking more on the grand scale, krazy invenshuns and whatnot. Sowing 5 grot heads together and adding a cogitator on top.
Well, the thing is some of them become Pretty Big Deals because of their power. That's what really matters with Orks one way or the other after all, power.
A really powerful Wyrdboy, does whatever the fuck he wants. If you don't like it, well, he turns you into a Squig or makes your head explode or something.
I expect a sufficiently powerful Wyrdboy would have a lot of Madboyz/lesser Wyrdboyz following him around. . Zogwort has a Waaugh following him about.
I think that's one of the most painful things to deal with, for something that's supposed to be fun.
Watching the slow decline of something you've invested time and effort into.
My sympathies anon.
Give me some basic themes to work with when writing out my campaign, guys!
Anyway, general advice:
>no organization in the Imperium is a hive mind
>not even the enemies unless they're nids
>not everyone turning traitor or killing someone else in the Imperium does so because LOL CHAOS
>some planets or moons have low populations because only a continent or a spaceport/research station holds population so you can keep your numbers low if needed
>people not behaving in a 100% logical way for the greater good of their faction is canon in real life
You are agents doing what must be done quietly, not soldiers.
To root out the heresy, you must walk in it's shadow, in itself a danger.
One man's heresy is another man's methodology, allies are a convenience, not friends.
Power corrupts, but for the Emperor's guiding light, may you do your duty before you die.
>>45000376 This guy again
Still wondering about some sweet pics that could be roughed up guardsmen in civvies.
Also what's the best most fun opponent you think I could bring up after Tau and Traitorous Imperials?
>I. Mankind is its own worst enemy
>II. Quench one fire, spark two more.
>III. The obscene is sacred, the vicious is virtuous.
>IV. The night is dark and full of heresy.
>V. Power corrupts, absolute power corrupts absolutely.
>VI. Heroism shines brightest in blackest night.
>VII. In the grim darkness of the far future… There are people too.
From a campaign I planned that didn't get off the ground for DH2.
>DH group slowly dropping out
>Only people who remain are the three who go out of their way to not roleplay
>Literal autistic girl who is only here because her boyfriend doesn't want her to feel ignored on game night
>The couple will just bail mid-session because autistic girl is kinda sleepy
>Meanwhile they expect me to DM a Star Wars campaign for them so autist can sperg out on twi'lek
I enjoy playing games with these guys but I'm starting to think tabletop with them was a horrible idea.
Running a BC game and my players have reached the end of the first "arc", a massive warp storm occurs as a space hulk pops out above the planet they are currently on.
I know a fair bit about 40k lore, but how feasible is it for a group of CSM to get a space hulk up and running as a operable ship? They currently have a planets worth of cultists at their feet worshiping them as gods and a few other planets that see them as allies.
I wanted to create tables for random encounters for them as they explore the ship. Things ranging from random daemons to battle to finding potential allies in the form of CSM that have been stuck on the ship as it hurtled through the warp.
Any ideas would be much appreciated.
Well hulks as it is are more likely to be filled with orks/nids. What I would say could be done (if you want them to get a ship) is any human but not Imperial ship that crushed/joined the hulk recently and fighting for their survival. Your players then would have target on the hulk, ship with skeleton crew (I would say that bunch of CSM worshipping cultists won't cut it) and campaign about trying to get hold on enough of the hulk to get the ship.
AFAIK there were some orks flying around in the hulks, but it was all built around their ability to get shit working, even if it shouldn't.
What if the hulk was previously being used as a ship by another group of CSM, but after entering the warp there was a power struggle between two halves of the group running it. The ship feels like it's been in the warp for say a hundred years and all that's left is straggles from both sides and shit that's found it's way onto the ship during it's time in the warp?
I really want to give my players the option of using this as a jumping off point for creating a massive warband / traitor legion even though I know /tg/ thinks that's bad wrong fun
Thing is, generally a space hulk is not just one ship, but a massive pile of ships, none of them steerable. If you're riding a Space Hulk, you do so knowing that you have no idea where you'll end up, and no way of influencing it (not even how long you'll be in the warp).
Space hulks are usually too big and mismatched to actually use as a ship in the conventional sense (your group on theory could just hang out aboard it and wait for it to warp travel on its own)
I've heard of hulls being pried out from space hulks and made shipworthy again which is the route you might wanna take for a fully functional ship
Well, it is your game, listening to anyone saying its bad wrong fun is bullshit. And also, I was wrong, there were space hulks controlled and used by renegades.
Two factions fighting is nice idea, it could lead to warriors still locked in combat, not knowing that no-one really controls the hulk these days (like those Japanese soldiers after WW2). Also hulk worth its name should have some genestealers, with or without human cults, maybe even cultists in crew sabotaging stuff.
>I've heard of hulls being pried out from space hulks and made shipworthy again which is the route you might wanna take for a fully functional ship
I had my group for BC do this for their very first ship.
Basically, at the center of the Space Hulk was an archaeotech ship that was being protected by a powerful psyker in stasis.
Sort of like the Emperor, but less dead and much less powerful.
Anyways he was using his power to keep the ship protected from the warp creatures ravaging the rest of the hulk. Eventually they found a chaos ritual that unlodged it from the center and got their hands on a pretty powerful tool (after dealing with the psyker and his army of ghosts, of course)
So it'd make more sense to try and break a ship off of the big chunk, thanks anons.
Might as well run this idea through the /tg/ hivemind while I'm here.
What if a warband stole a tithe of geneseed and as they fled from fucking fury that the Admech is, hid out on a space hulk. That hulk makes a jump into the warp and while the warband is stuck there for a few hundred years turn on eachother. My players see this hulk jump out of the warp, make there way up there, hopefully pry off a ship, and now have the means to hopefully start making their own CSM followers.
To be fair, there is at least one documented hulk-based CSM warband, from 4th ed CSM codex
In BFG, CSM warbands could buy a Space Hulk as their flagship. However, this was only for groups that already had massive fleets, and had to be the flagship unless you had an ancient battle barge too somehow. I would suggest you start small and have them break off a ship now and come back later for the rest once they have an army. Then they can have a Hulk too.
That is legit, you would have to fiat somehow where did they get the technology to implant the geneseed into humans. I dont think that is something you can do with hobby knife and table, even if it chaos as fuck. Like final test, if your body can't deal with your new organs just tossed in your chest and abdominal cavity you are not worthy
Yeah finding tech to properly implant the seed would be a big part of the success rate. Looking for better tech is going to be a good goal for the party to work on also, if they so choose.
I'm currently homebrewing rules for making squads of CSMs using the minions of chaos rules as a sort of base. Things like tech level, use of daemons, what homeworlds they pulled the stock from will all influence success rate, what mutations they might posses, squad stats.
>minor hive fleet travels towards a planet but the coming of the shadow is enough to pull enough ships to battle it before the world gets nommed
>hive fleet is beaten, very close call
>a wounded hive ship gets pulled by gravity and crashes in one of the planet's oceans
>impossible to reach with normal weaponry, the fleet just calls it a day and gets back to enjoy their victory, tell the pdf to finally earning their pay
>ship is still alive and slowly shitting out creatures adapted for under water life
>a special unit from the pdf gets formed, with the best tech available and some even better pieces coming as soon as the higher ups can gather enough money and political pull with the admech
Are you ready for an OW terror from the deep?
>Are you ready for an OW terror from the deep?
Great idea though, 10/10 would play and be horribly murdered by tyranid seamonsters
Sounds fucking awesome, like a much scarier game of Space Hulk.
I am GMing an OW game were the PCs are PDF armored regiment and they have to fight off a splinter fleet of Nids.
Does anyone have ideas for how a swarm of smaller nids could be lethal to a Leman Russ or is my only hope to use hordes of rippers and gaunts to distract them while the real threat is larger creatures like Guards and CARNIFEX!?
So as a favor to my GM, I statted Imperial Knights and looking for some feedback on how I did. For the weapon/Armor stats I tried copying the FFG stats for weapons of the same S, AP, and armor value on the TT.
And the result is a weird fusion of NPC/vehicle stats.
Frankly, I have no idea how my Black Crusade party is going to stop one.
Here, have a homebrew I've posted before and currently running a game with.
The immediate things I can see so far (atleast compared to the design logic I followed)
1). Your Knight Engines/Armours have too low armour and too much SI, imo.
2). You're missing a couple of Vehicle qualities imo. (Reinforced Armour and Environmentally Sealed)
3). It's only Questoris Knights you're statting out, I take it?
Have them do something outside of the tank. The road needs to be cleared or something so someone has to get off while the others cover them with carbines and pintle-mounted weapons.
It's one of the ideas I have for future campaigns actually, the current one will take some more time to be finished and I was planning to make it last for a good while. I could very well run it as a series of one offs when some players can't join the main campaign.
Abstraction would be needed, but the few stuff there is about zero-g could be the way to go, I'll look into it some more.
It's just the knights that are in the codex.
>1). Your Knight Engines/Armours have too low armour and too much SI, imo.
I got the values from the Leman Russ, the knights in the codex have AV13 front armor, and the Russ has AV13 side armor, so I used the side armor of the Leman Russ in Only War as my Front Armor.
I did the same for the side/rear armor except the equivalent came out as 30, which I thought was too close, so I lowered it to 25.
As for SI, Leman Russes have 55 SI, and Knights on the TT have double the Hull Points.
>2). You're missing a couple of Vehicle qualities imo. (Reinforced Armour and Environmentally Sealed)
>3). It's only Questoris Knights you're statting out, I take it?
If those are the knights in the codex, then yes.
FFG takes some liberties with its vehicles and its armour values don't convert perfectly to TT equivalent. Since you're statting a Super-heavy, I found the Baneblade in Only War a very useful comparison. Which is where your SI get a bit wonky, the OW Baneblade has 120 SI iirc and about 10 or 12 Hull Points in TT, compared to the 6 Hull Points and Imperial Knight has. The ideal I found was pimp it's armour all around somewhat (40/35/35), but lower it's SI to 80, the Ion Shield will absorb most hits coming at any half-way competent Knight anyway.
>If those are the knights in the codex, then yes.
That would be them, yes. In fluff known as the Questoris Chassis.
Share more of your ideas because I am going to steal them all. Don't forget to storytime when you get to this campaign.
Also, suggestions to incapacitate a marine are needed. Something apart from "lel special anti-marine toxin". Haywires? I think they might be unreliable as the chap in question has close to 90 str. What else could be used to restrain the emperor's finest?
Sup /tg/, help me with suggestions. My RT party accidentally Warp-traveled five years into the future, and this is a perfect opportunity to use my "the RT isn't actually the firstborn but his elder brother was rather useless and also disappeared so eh" plot hook, and have the elder brother return and fuck things up in the party's absence, as well as try and antagonize them upon their return.
My problem is... Where DID the elder brother disappear before his return?
>Also, suggestions to incapacitate a marine are needed.
A TINY NET
Haywire plus a net plus get him with the crippling quality, if he's not suicidal he'll be pretty much trapped
Alternatively get him into a position where he's dying
Or thinks he's dying, hallucinagen grenade wink winkand get him to think he's in a safe place so he activates his sus-an membrane
>if he's not suicidal
the problem is, he actually is suicidal. That comes in package, seeing he's playing one of the more vicious Blood Angels successors. This person charged 70m in an attempt to close in a Tau gunline, frenzying himself beforehand, across an open field.
I guess I'll try to poke him with haywires.
This is going to be difficult if you don't want to kill a player. I was thinking about called shots to power armour power unit?
>I was thinking about called shots to power armour power unit?
Think again, that'll hardly slow them.
If you want to disable a PC Space Marine, then you've got to either risk killing them through extreme acts of violence, or pulling the kind of Stasis Field bullshit I mentioned that players entirely hate, as there's no save.
Either way, like any act of taking out a PC non-lethally, it's not going to be popular with the players. At all.
I guess some sort of super-virulent knock-out toxin which progressively took out the Space Marine while still giving him the opportunity to completely wreck everything around him would be good.
According to my enemy index, there's the Fydae Plague Zombie (Disciples of the Dark Gods p 149), Transfigured (Creatures Anathema p 11), and Warp Zombies (Purge the Unclean p131). There may be more in the Black Crusade books like the Tome of Generally Not Feeling Very Well. May want to look there.
The statblock I use for generic zombies is basically this:
Wounds 15, Armor 0, TB 6
WS 30, BS -, S 40, T 40, Ag 12, Int 18, Per 12, WP 10, Fel -
Skills: Athletics +10, Awareness
Talents: Fearless, Takedown, True Grit
Traits: Deadly Natural Weapons, Unnatural Strength +2, Unnatural Toughness +2, Walking Dead (Don’t need to breathe, immune to poison and disease as well as most environment hazards, immune to stun or injury penalties. Can only be destroyed by fatal crit damage to the head or body)
Horde Traits: Relentless (Can’t Run or Charge, immune to attacks that don’t have Blast, Power Field, Scatter, Spray, or Tearing)
Zombie Fist (1d10+6 I, Pen 0)
They'll come at you and won't stop for anything and are a bitch and a half to actually kill, but they're dumb as posts and be defeated by walking briskly away, assuming you're not cornered or in the middle of a horde. Note: You are very likely to be in the middle of a horde, haven't you ever seen a zombie movie?
Derp. This statblock has been sitting in a quick-reference document for a while now. I made it for RT and DH and since then the updating has been somewhat slapdash. Thanks for bringing that to my attention.
That's actually a really good suggestion, thank you.
>War, war never changes.
>A thousand heroes die unsung and unremembered for every battle honor awarded.
>(To quote Dirty Harry) "I hate the goddamn system, but it's the only one we've got!"
>No one ever got a statue made of them that wasn't some kind of a sonuvabitch or another.
The biggest one for first edition DH:
>You are never adequately prepared for what you wind up facing, but you're the one who's there. That's what makes you a big damn hero.
Sacrifices must be made for the greater good.
An innocent man is guilty of wasting my time.
Loyalty or death. There is no inbetween.
Any action can be justified so long as the results are worth having.
The original version is a quote from Inquisitor Lord Karamasov (sp?) in the Witch Hunter Codex.
>"There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty."
And it's a great theme to base a campaign on.
I get tired of people playing Dark Heresy or related systems and thinking they're good guys. Had a guy refuse to play Black Crusade because he didn't want to play a bad guy.
To be fair, you can be good, but you have to be grimdark good, like kill a million to save a trillion type of good
And it's even possible to be "good" in something like Black Crusade, see someone like Ahriman, but you have to warp your morals to the morals of the setting
I think it's more a case of in one game, you do bad things ocassionally, but it's for a worthy cause.
In BC, you are literally a selfish asshole out for number 1. Even if you howl about doing "fer da gods!", you are still looking out for no. 1.
See, I don't think that's really true. I mean, one of the big things about Chaos is that many of their issues with the Imperium are legitimate grievances. The Imperium is guilty of everything Chaos claims they are.
Sure, are their murdering, crazy assholes working for the Dark Gods? Sure. There's just as many doing the exact same thing in the Emperor's name.
It's entirely possible to play a BC character who's honestly and justifiably freeing worlds from the grip of the Imperium, because the average man ends up better off half the time.
A huge part of Dark Heresy, especially later on, is that you spend as much time fighting other Inquisitors and disrupting their plans as you do hunting cults.
>The Imperium is guilty of everything Chaos claims they are.
Chicken and egg argument.
I could just as easily say that Imperium is what it is today directly due to Chaos doing it's best to interfere and insinuate itself into the new great empire.
>It's entirely possible to play a BC character who's honestly and justifiably freeing worlds from the grip of the Imperium, because the average man ends up better off half the time.
Yes, in the short term. Tell me how well that is when xenos like DE, Slaught, innumerable others, or hell, human corsairs and raiders, come calling, now that you are alone, without the resources of the overarching Imperium to support you.
Not really Chicken and Egg.
Chaos is a reflection of humanity, by and large. It's really only a smaller bit evil than Humanity itself is, due to it's chaotic tendencies.
If the Imperium and humanity at large were nice people who had a nice place to live in, Chaos would be roughly as evil as your room mate who refuses to do his dishes and is always late with the rent.
One of the biggest ironies of the DH game is supposed to be that your very actions do just as much damage to the Imperium as they ever do good, and in the end you will become the enemy simply by doing your job.
>Chaos is a reflection of humanity, by and large. It's really only a smaller bit evil than Humanity itself is, due to it's chaotic tendencies.
The Warp was fucked LONG before the Imperium existed.
Using Imperium is bad, so Chaos is bad is silly, ignoring that the War in Heaven set the wheels in motion for what the Warp has become.
And when the Emperor took steps curb the influence of Chaos on real space and humanity, Chaos took active steps to smash it all.
I agree with>>45024866
For the setting to have nuance, there have to be legit freedom fighters opposed to the Imperium.
They see things like Arco-flaggelants, children being taken to become Space Marines, the mass execution of the *families* of people who might have done something wrong, and they think "fuck that! I'm gonna change this!"
And, of course, there's a whole massive force that's happy to help them. That force just happens to consist of pic related.
So, Black Crusade and Dark Heresy mirror each other. In both games the protagonists think of themselves as totally justified, but they slowly wind up causing more and more harm, until in the end they're almost indistinguishable from each other. There are heroes and decent people on both sides, from a certain point of view, but as time goes on they've all decided that hanging out with people like Fabius Bile or Inquisitor Karamazov is just the price you pay to make the world a better place.
>average man ends up better off half the time.
>A huge part of Dark Heresy, especially later on, is that you spend as much time fighting other Inquisitors and disrupting their plans as you do hunting cults.
My players' actions led to activation of a warp drive on the c surface of a planet.
What are lingering effects of such an action? Does warp vortex dissolve after some time out part of the planet is now permanently engulfed in a growing maelstrom?
If the warp drive is constantly powered up, and, not blown up..
Yes, there's a permanent gateway to fuckville.
Not sure if you want it to be growing constantly. I wouldn't rule it like that, it'd be too easy for random chaos nerds to rig up warp drives randomly around the galaxy to blow up and create eyes of terror because LOLWECAN
So, basically, if I were you, I'd rule it as a bubble expanding very-very-slowly on the surface of the planet. And within the confines, warp travel rules apply, roll the table for fucked up shit now and then.
Not how it's supposed to work.
Warp Drives shift the ship into the Warp, they don't create a portal or anything. At least, no tunless they're sabotaged or coopted into creating a Warp Portal or something (what I would suggest you say).
Plus, if they activate near the gravity of a star system, it causes reality to fuck up with massive gravity fluctuations, amongst other effects.
It almost always ends with the extremely violent destruction of the Warp Drive, as well as catastrophic consequences for everything near it at the time, followed by massive volcanic, tectonic and weather upheaval on the planet itself.
Yes, but slowly at first. Just one or two, manifesting as posessions, turning people into mutant freaks, then you can basically start throwing shit in to your hearts content.
Roll some dice, nigga, if you're not confident enough, there's tables for everything you're asking for so far.
Thanks, anons. It makes sense for the warp drive to shutdown after a short while since power supply will be cut due to exposure to the raw warpstuff.
But not before contaminating a large area, leaving horrific residue for stalkeresque zone.
You are a DH1e arbitrator starting at first rank.
You didn't do anything wrong because you can't excel.
You likely rolled stats, so I'll tell you the perception and willpower will bite you until you boost them.
>so I'll tell you the perception and willpower will bite you until you boost them.
Yeah I am planning on buffing them for sure
I am also figuring out whether I want to use one of those prestige rank things
If it's a single marine you could try grappling him with a really strong character. Chracaters in grapple have to make an opposed strength test or an agility check to get out of it. If you get a bunch of cybernetics you still might be able to get enough strength to beat him in strength checks
Wait till you get a few ranks before you worry about that.
Arbitrators come into their own at rank 4-5, but you need to live long enough. DH isn't as lethal as people say, but early game is INCREDIBLY lethal and fairly unforgiving, especially without someone who is either genre savvy or ambitious as fuck.
>Wait till you get a few ranks before you worry about that.
Oh for sure.
But my whole characters point is to both babysit someone who is new to Warhammer and RPGs in general and he is a Scum and my guy is basically supposed to keep him in line. I decided I might eventually become a Chastener as it fits with my characters function in the game.
I essentially want to be a Tanky Detective though.
So i am working on more NPC's for my game, and was wondering how you guys swing NPC Special Ability's for DH2ed. Do you just take from the core NPC's presented in the books? Do you make up your own? What are some cool ideas you have come up with?
>arby and the scum
I've been in that exact same position.
I used it to run a character arc where my character, a Calpurnia expy, had doubts about cleaving to the law in the face of getting the job done.
It led to some very questionable situations, and a lot of bodies.
Started lashing out against "safe" targets, petty crooks that the local enforcers should have been dealing with. Setting up drug stings with the scum just so I could gun junkies and dealers down in cold blood and taking their shit, justifying that they were lawbreakers and their shit was going to help the Emperor. But I never spent that money on myself in penance. Other acolytes wondering where I got the money for that nice flak coat I gave to her, or how I got that bolter and a sack of loose bolts for the guardsman.
>because I was selling drugs across town, killing the people that came to buy, and taking everything
>that flak coat came off a body
>the bolter from a contact I've been grooming
It was very interesting psychologically.
Make them up.i mean that all the people who wrote the core book are doing
EG: i had a martial art expert who could use all out attacks, and so long as he just used his unarmed attacks, could still dodge/parry. justified it by saying he had super fast feet/fists of fury.
I always used Deathwatch, as Eldar are above baseline humans through and through.
A fight against a Dire Avenger should not be won because you are a equal, but with superiority of numbers and firepower.
Transports are worth it if your GM uses Endeavor Points or whatever the system is - just load a ship up with engines and as many cargo holds as it can for +1000 points (translating to +1 PF for every 100 points over RAW). Best used on the Universe Mass Conveyor.
Raiders and Frigates are actually quite cost-effective, and can punch well above their weight by using their agility and hugging enemy ships' butts. Light Cruisers can be tooled right, but I'm not a fan of them much so I can't speak for them. For Cruisers and Battlecruisers, you're just really paying a few more points for a few more spaces. For Grand Cruisers, the best ship is the Repulsive because of its multi-direction weapon slots remove the dependency of broadsiding.
In general, a tricked-out frigate full of high-quality components is much better than a cruiser that's roughly half Black Holds by weight because you ran out of Ship Points to actually furnish the damn thing.
After a friend's hombrew fantasy game ended, I offered to be the GM for a new one. The group fancies a naval setting as well as scifi, so i thought of rogue trader. As somebody who as only ever experienced my friends fantasy stuff as a player, is being a GM for rogue trader too complicated for starters? Are online recources required? Any advice?
I recommend rulebook, anon. I'm not even being smug
well, maybe a little.
Main distinction is RT is etremely sandbox-y. Plot is self-creating, you need to be the setting, if that makes sense.
It's not difficult, just read a few adventure splats to get a hang of it and off you're go. It's not rocket science.
So, i mostly need to plan out NPCs who react to the players' actions? I'm worried about the group though. From playing the other thing, I worry they might attack an inquisitor or some other stupid shit if given too much freedom.
they can do that, they're rouge traders they can do what they want, however next time they're in a remote system nothing would stop two navy frigates warping on either side of them and disabling their engines and guns...
Even Rogue Traders should be wary of the Imperial Adepta, never mind the Holy Fucking Ordos. Attacking an Inquisitor is a great way to end up dead, along with everyone who follows you, is related to you, likes you, or knows your name. Unless they can somehow hide that they did it or sell that Inquisitor Sanctis Harmonious was a secret heretic that they were serving the Imperium by killing.
there, get a taste
The game requires players to be callous shoulder-rubbing sons of bitches. Faith in the immortal Emperor is welcome, but not mandatory, provided you can pretend you hold it dear well.
why? doesn't it conjure the images of hive life to you. played at a low volume it would be nice to have on in the background.
the bloodborne soundtrack is also good
It came from Deffwotch, a /tg/ Rogue Trader game where the players were orks impersonating space marines in a sector full of idiots.
One of the players wired five grots to an ork body as a living supercomputer, and it turned out so creepy it weirded battle-hardened orks out.
It's been almost four years now, and I don't ever recall hearing anyone hate it. Even the people who disliked it were polite about it at the time.
According to my Amazon account, it is being delivered to me tomorrow. Though it still has actually yet to be shipped I've never had Amazon miss a delivery date.
Expect my shitposting in this thread by 8 PM Central tomorrow.
It's currently shipping. I think one or two anons last thread said their expected delivery was given as wednesday, so that's likely the general release date too. With any luck we'll have passable scans of the main rules from it over the weekend.
About to start a deathwatch campaign. I am working on putting together an armory list. pretty much any of the Non-relic weapons are pretty much avalable in unlimited capacity.
For the relics I am thinking of Removing the "chapter specific" restriction, but allow matching chapters to requisition items a renown level lower. (Anyone can requisition a frost blade at hero, Space wolves can requisition one at famed.)
What adjustments to equipment to you guys use?
Any items that are really fun for players/ problems for campaigns?
Update: Turns out a single one is too little. The resident gun-nut turned it into slurry with his storm bolter before it could do anything. Then the master arrived, got shot and buggered off when it realized bolters hurt.
It's implied in Enemy Within that Chryssalids don't "see", rather they sense bioelectricity, which is why they unlock Bioelectric Skin when you autopsy them and why they can find your cloaked soldiers. Also because there's a bit of xenomorph and other random stuff in there.
It's from a typo. Fixed in this one.
About how much information would a "Tau diplomat" sent to butter up an imperial world know?
The Water Caste guy's already been captured and sent to the party's higher ups for some proper interrogation.
Anyone have any past experience trying to pull names and locations from a Tau?
the danger seems to be with deployment. unleash 3 on the party in the middle of nowhere, you have an encounter.
Let 3 of these thing loose in a crowded building and watch the TPK unfold as 3 becomes infinity.
going to be running a deathwatch game soon. Plan to have them run through some really old dark age of technology ruins but not reveal it's corrupted until they're in the heart of the ruins. How could I pad it out? cultists? What should the artifact be? I'm not sure how to make it fun and last longer than one to two sessions
Depends. Why are the cultists there? What do they seek? Old technology? What Kind? Are they worshiping it? Harvesting it?
Trying to plan out stuff with what you got is too hard. You need to narrow down the antagonists and their motives before you can start thinking of cool stuff to impede your group.
very old and warped ruins lay far below an underhive, corrupt the people above, and begins to lead to an armed revolt against the planatary governer, but with some of the higher up rebels being armed with almost alien technology due to how advanced it is. Deathwatch gets called in to investigate the ruins inhabited by a corrupted AI, i was thinking the artifact could be some sort of portable warp gate that slowly leaked corruption, shaping and changing the ruins. and the deathwatch marines will most likely only figure out it's chaos once the artifact begins to activate and pure corruption begins to flow from the gate.
You could try to make it something that appeals to the party though. It's always harder when the evil McGuffin is also extremely useful. Maybe that's a little cliche though, I still like a good old Frostmorn.
Gentlemen, I am making a species for my party to run into. The whole thing with them is forcefields are used over armor since they use mass drivers, which made armor almost useless. To get over this, their royalty uses melee weapons which are better at by passing their forcefields.
What kinda of warfare and society would lead to this development?
Do they have direction facing force-fields or full bubbles?
If they are directional, then they'd probably get pretty good at dropping sudden attacks from multiple directions.
If they're full bubbles and melee is the best way to get through, then yeah, DRIVE ME CLOSER I WANT TO HIT THEM WITH MY SWORD.
Also what about EMPs? Do they consider them tabboo? Or employ them widely as they function as a means to quickly cripple and kill opposition.
Are the mass drivers man portable? Can they function as a weapons team? Are all their foot soldiers going to be focused on melee fighting if both of these are no's? Or maybe they don't use infantry at all and run around with "Parking Lot" armies.
Remember that a lot of weapons tech in 40k is employed in infighting. Unless your faction is unified by some great guiding force (Which probably is not the case if you're sticking to the flavor of the setting) they'll be really good at killing their own things. Their Sword will be tailored to deal with their own shield.
So my players decided to let the dice decide what type of regiment they would play. If we went with the dice we would have ended up with a bunch of death worlders cavalrymen that were CQC specialists and drop troops at the same time.
So does anyone else love Rogue Trader's origin path as much as I do? I think it is the best part of that game (mechanically anyway, I'll always love the concept and RP RT crews the most). And I wish more rpgs had something similar to that. I like how the restrictions breed more creativity, and people who don't know as much about 40k can just pick what sounds cool and build a character around that.
By extension I also love the Ship building one and especially the Nemesis path. The Nemesis path path gives a fun pre-built villain to throw at them once in a while. Even though I'm not typically a fan of giving players a villain - I prefer to let them make their own - it's satisfying and a fun way for the party to influence an NPC just at character creation.
Anyone have any thoughts on these paths? Or are they usually overlooked as gimmicky, or ignored completely?
New player thinking about making a psyker here, just have some questions before I plan what to take. Are Distort Vision, Lucky and Weapon Jinx really that good or is there a caveat I'm missing for these seemingly minor powers? Distort Vision is basically invincibility against sight-based attacks, Lucky is a cheap Fate point and Weapon Jinx is basically a 50m radius anti-tech bomb.
I feel like thats a great way for the RT to get sold out by the Navigator and Astropath, as, being mutant psykers that they are, they already get enough shit from the Inquisition. Plus they two by themselves can phone ahead to the inquisition and set up a rendezvous which the Navi then just steers the ship to.
Inquisition gets to board and discreetly remove the RT and everyone who decides to remain loyal to him, and everything's all good again, as the RTs dynasty will probably renounce him at the drop of a hat to retain the warrant.
Depends on the standing of the diplomat and his personal dealigns with members inside and outside his race, but generally with these things you want him to know enough to move the plot forward, be it a detailed knowledge of whatever they were sent to question him for or a name of someone else who has it.
A Schola-educated psyker who holds the rank of interogator. Currently missing left arm and right leg (you may wish to have him either pre-maiming or with bionics, but in the current game he has yet to get new limbs). Has Tainted Psyker and uses it when nobody is watching. Pyrokinesis and Telepathy powers. Middle-aged white dude.
A beefy, not-to-bright feral worlder with an eviscerator. Very tough, very strong, hits like a fucking truck. Dark skin, shaven head, huge muscles.
A faux-Native American desperado who dual-wields bolt pistols. Lots of charm, lots of stealth.
A sage who is a very powerful blank. Lots of forbidden lore, speaks Eldar and Tau, uses wrist-mounted needle pistol. Older lady, hair in a ponytail.
An insane former Arbites with a missile launcher. Asian-looking bloke with a massive scar on the side of his head.
A former Guardswoman who can pilot, drive or ride more or less anything. Uses a wide variety of grenades and any heavy weaponry or vehicles that are to hand. Half-shaven head, hair dyed white, blue and pink, lots of tattoos and piercings.
Look up the errata, it tones powers down to sensible levels.
Also, do NOT get used to abusing psyker powers. Use them when you need them, this isn't D&D where you can warp reality within 6 seconds at a snap of your fingers. The consequences for shit going wrong are impressively awful.
You'd be best off by just inventing something yourself that isn't too broken but is space magic as >>45042823 said. DAoT stuff is so rare and esoteric that there isn't much of it in the stats.
Origin Path is great if you add free rows.
Career being a free row is an absolutel must, more or less, or the same career will always be almost the same character. You might be saying you could just go straight diagonal.... but a Magisterial Navigator is always gonna be noble-born, and always gonna be Navigator, for example, so he's anchored for first and last choice all the way on the right.
The most popular way seems to be Career as a free row and ONE free row of players choice to allow more variety in backgrounds.
>The consequences for shit going wrong are impressively awful.
This 100%. My Black Crusade group nearly got wiped because a psyker decided he wanted to preemptively use his shield spell.
He summoned a Keeper of Secrets that proceeded to destroy a party member as the rest fled.
I don't know which previous gamelines had it, but in DH2, my psyker has Warp Lock to avoid exactly that kind of shit.
(Cliff notes; once a session, after seeing the result of Psychic Phenomena (but before rolling Perils of the Warp, if it's a 75+), take 1d5 to the head to prevent it.)
It might hurt like a hell, but it sidesteps a lot of the TPK risk, especially if you take it as your cue to stop with the psychic powers til next session.
That makes sense though. The troopers are deployed with their cavalry on a flank and they storm out, not as immediate as a platoon or two dropped directly into the enemy trenches, but instead you get a platoon of savages on horseback trampling you instead, it just takes a little longer.
It's from another book, Hostile Acquisitions I believe. Basically the path is laid out like the Origin Path, and you as the GM goes through it like a player would, picking the spots on the Nemesis Path were the most crossovers on the origin occur.
Since the Tau and Ork are fucking having their own pitfights between mega nob armor and tau battlesuit...
is there something like an Alien Powerloader type of shit I can get into as a human and join in? I want to clobber some faces too..
Are you playing DH?
No, the GM is doing it right.
You are involved in the most dangerous shit the galaxy can throw at you that is NOT open war, with less men, gear and support.
Well, long story short, we just boarded a derelict, and the whole bridge and front is covered in Orks (This is all in the first session mind you). My character can fall apart the easiest, as I am awful in everything but talking (GM said make a talker....never again).
Never make a character that can do only ONE THING, anon.
You can easily make a talker that can shoot their way out of a problem, and should.
Now, 2 things.
You can bug the fuck out. You know what kind of odds are against you, time to let boss man know WE GOT ORKS and let him send the big guns to clean them up.
You can attempt to negotiate with them, if you have the resources to do so. Orks love loot, guns, shinies. If you can provide them, you can barter for your lives, or what you are on the vessel for.
Unfortunately not, but they bound him to a darmon engine so when he escapes I'll be sure to bring that out.
In other news, Enemied Beyond finally arrived! I'll have my overview of it in a few hours
>watermarks on physical copies
>On physical copies
I'd love to have some of what you're smoking, because that must be some primo fucking shit, nigga. The more pertinent thing is "Does anon have a scanner" and "Is Anon okay with spine-cracking and possibly ruining the book"
>Theyre just micro and nearly invisible to humans
Yes, and I'm sure the average commercial quality printer and scanning software used on 4chan is capable of maintaining watermarks despite the fact that most /tg/ scans resemble something rescued from a woodchipper. And that FFG has the omniscient legal and internet team ready and waiting to CSI a random anon's scan of their third-string product line the second it gets into the wild. Because that's where their priorities are.
Craziest, most ludicrous game or character you've played - Go!
I'm about to start a Black Crusade game and want to play a Marine who has sold his services to dozens if not hundreds of warbands since the Heresy.
My question /tg/ is what can I put in his character that makes him either valuable enough to want to be hired?
> My thoughts so far are:
1. He could be an alpha legionnaire who sells secrets and is paid in secrets.
2. A Night Lord who has a reputation and is hired for his name
3. a Psyker, - as psykers I imagine would always be in high demand.
I imagine a sorcerer would be best to be a rolling stone like that, as they often have more loyalty to their knowledge repositories than to any particular warband and often use these warbands to further his goals
I guess what matters then is determining what you want his goal to be so that it's worth betraying or at best simply using those countless warbands to get closer to
It also makes less work for the GM and yourself than the Alpha Legion option when determining "okay what secrets DOES he know?"
That and psookers are fun
A merc gets hired because he's good at his job and gets hired again because he can be trusted, you being a pc already means you're going to be above average so that just leaves not being a dick to the ones paying you
Well, what is he selling his services for, exactly? Marines don't give a shit about cash except in very fringe cases, so what's he getting out of it?
Aside from that, Sorcerers are always in demand with the smaller warbands that don't have their own, and will often trade their services for more esoteric rewards like knowledge or materials.
An Alpha Legionnaire that's well known enough to have a reputation is somewhat against their doctrine, and a Night Lord that has a rep above that of his brothers isn't a starting level character.
>Marines don't give a shit about cash except in very fringe cases
May be old fluff and it definitely is the kind of stuff that would get explored by the chaos equivalent of inquisition fiction showing the everyday life out of the battlefield, but there was a little bit of fluff where chaos marines were mentioning that the heavy bolters taken from the now dead IG they just killed could be sold for a good price. Many warbands go around scavenging so it makes sense that some would have to rely on local economy.
Having survived that many warbands is no mean feat. The Dark Gods have probably had a hand in your ludicrous record.
A rare item?
There's one background option which gives you an exceptionally rare item, perhaps they wanted you for that, and either failed to, or didn't get around to killing you for it?
Always in high demand, as they're less squishy than the mortal ones.
It's possible with starting XP and high attributes to be pretty damn good at something from the get-go. A friend of mine played what was essentially a Space Marine infiltrator, with a ludicrous Stealth skill, knowledge of explosives, and silenced weapons. All while wearing Power Armour.
Traitor Astartes are honestly rare enough that any Warband leader would probably not turn one down except for the most serious of reasons.
In that case of an Alpha legionnaire I'd probably play him as a different legion and/or chapter.
Hence why he could have reputation and still be considered trust worthy - it'd be the reputations of his aliases.
Thats a good point.
I was thinking with the ability to have Fear (and grant it) would be the in game reflection of his reputation. Not necessarily an outright warhero / infamous mass murderer kind of thing.
All good points.
In all cases, the character is going to be seeking rare star maps and reliable webway passages. Trading his services for information primarily and for resources to survive/thrive as a secondary.
I guess it comes down to if I want to play a psyker or not. I've not played Black Crusade so im not sure of the rules for psychic abilities. Ill have to give them a read.
A doomsday device capable of destroying a large planet.
An almost undetectable mental control device.
An extremely virulent adaptive virus capable of destroying almost anything
*cough* Tyranids *cough*.
A psychic disruption device which can overwhelm the Shadow in the Warp, banish Demons, and disrupt the Waaaargh
but also the Astronomican.
A key fragment of an Avatar of Kaine, take it, and that's one less of those Demon-abominations to worry about.
A Tomb World activation key (the world in question is VITAL for the entire sub-sector).
A weather control machine that can control the weather on an entire continent and is about the size of a house. Currently it's overloading and causing a continent-sized hurricando made of acid rain to engulf an area the size of North America. The Kill-Team has to brave the environment and shut it the fuck down before the orks on the planet get to it and damage it even further trying to loot it.
I disagree, starting black crusade characters begin play with the infamy of minor warband leaders, if anything I've had the problem of players not throwing their weight around enough as if they're generic cultists or random marines because they're most definitely not
A Warband is just a group of individuals fighting the Imperium, which includes groups entirely consisting of mortals with no traitor Astartes.
And considering the PCs are supposed to be forming their own Warband, usually where none of them are the "leader", that's entirely normal and nothing special.
Some of the others include a commander of a cruiser-class vessel, and above particularly ruthless mercenary captains, but also only points away from a master of a hive, or the general of an entire army, which is far from "nothing special"
Leave the grovelling and grit to dark heresy, player character heretics are not Abaddons or Vandires, but they aren't out of reach of such heights
for what purpose?
>camo cloack that shift you into a pocket subdimension, not unlike deathmarks
>a small cube, capable of dissipating warp energies
>a portable black hole bomb
Going to be running Deathwatch soon, Any advice on things to give the players/ tweeks for the system? I have the errata for the weapons.
Got it. should I let them have access to xenos weapons while I do that?
An injector that contains nano-machines that engineer a super plague that will only cause harm to creatures of similar DNA to what they first come into contact with. Stab an orc and watch the entire planet's wagh melt away into a sad whimper, and then silence.
Finished scanning through it.
Quick overview for anyone interested
-new character creation options are pretty varied, ranging from typical 40k stuff like Penal Worlds to a brand new one like Quarantine
-new psychic trees are nice and seem useful for giving enemy psykers more fitting powers
-daemonic pacts are back. Like from first edition, though they have banes now to make them less powerful and more of mixed blessing.
-Daemonic items in general are pretty good, especially since there's more than just weapons
-all in all, they covered a shit ton of content with this book. Much better than Enemies Within, for instance
-some of the content seems to be just imported from Black Crusade/1E. Makes sense since they exist within the same universe, but was hoping for some more original stuff
-no new daemonic entities. My biggest complaint for Enemies Without was that they didnt make new Xenos, and the same applies here but for daemons. Typical bloodletters, screamers, etc.
All in all, I'm happy with my purchase. Content-wise it seems to be the most full of the three ordos books. It's just that some of the content may look familiar to those who've shopped around the various systems.
>Mfw I actually will be Made to Fight Necrons tomorrow.
>Spergs would be up in arms about it because they believe the only valid xenos get codexes.
Those spergs are retarded. The Slaugth and the Rak'Gol and the Stryxis are among the best shit they've done.
This will actually work. Bolas have Snare and should be readily available. The only stumbling block for spamming rocks with string on them is you need thrown weapon training to avoid the -20.
Also assumed your GM runs snare by RAW and not by stronk NPC ignores the rules.
It also exposes you to the Bola Block of Tarpitting Doom down the line.
They should release a game where you play as Hrud, Noisome Reek or the like.
Or even better a Lacrymole cell. Could make it a DH2e Splat, re-work subtlety for how suspicious the crew of whatever ship your hitching aboard is that there are shapeshifting vampires among them.
Too tired to do the character options fully, but a brief summary
NEW ELITE ADVANCE
Astropath (with new powers and talents specifically for them)
And yes, actually, you can sanctify weapons. It is a service in and of itself so you need at least 40 influence, it counts as very rare, and takes a day to complete. It can also be used to remove the "tainted" quality from a weapon.
Fine, your enthusiasms gotten to me
Skills: Awareness, Decieve OR Inquiry, Dodge, Forbidden Lore (Daemonology), Intimidate OR scrutiny
Talents: Hatred (Demons), Weapon Training (Solid Projectile, Chain)
Equipment: Stub Revolver or Autopistol, Shotgun, Chainblade, Imperial Robes, 3 doses of Obscura or tranq, disguise kit OR excruciator kit, rebreather, stablight OR glowglobe
All excorcised characters start with one malignancy
Touched by a Daemon: count your insanity bonus as two times higher for determining fear tests. Can never be possessed by daemon who originally possessed him
Defense OR Knowledge
+ Willpower, + Perception, - Fellowship
Touched by the Warp: Character gets psyniscience rank 1. If they already posses the skill from other character options, gain the +10 level (or further). Can use without being a psyker but cannot level until they become one. Additionally, start with 1d10+5 corruption
I just can't imagine why daemon world of all things would be a homeworld option.
The inquisitor who gets someone on his warband from such a place must be so radical that they surf on aether rays while playing guitar solos on a daemonically possessed sonic blaster that is shaped like an electric guitar.
Well, they have options for possessed players and Daemon host binding rituals, so there's a lot of stuff of Radicals to play with.
Hell, the opening fluff has a whole section on the fall to radicalization and even talks about Eisenhorn a great deal.
That is exactly how I do it. But I think my group is a little OCD and doesn't like the big gaps (like I am) so they almost always ignore the free rows and connect adjacent squares in the path as normal. Whatever floats their boat, I'm not desperate for a Death World Navigator anyway.