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
Why warp travel is so often done inconsistenly?? Imperium does not have technology for pinpoint warps or inter-system warping. Imperial Ships warp to edge of solar system and from there move to inner planets with normal engines (Source: Stars of Inequity p18 and BFG) ??
Someone last thread was asking about the new astropath options. Here's a brief rundown from the official forums
>The astropath options operate as an elite advance, so you get about 5 unique talents and 4 new powers, all of which focus on sending/retrieving/shielding the mind for/against messages. Only thing they're missing is rules for sending messages out of system ala Rogue Trader but I assume they expect GM's to fiat that themselves.
Additionally, same poster indicates that they're hinting at a Rogue Trader supplement for the line rather than offer its own.
Towards the end it apparently says
>Entire campaigns could consist of journeys into the worlds beyond Tuchulcha, with acolytes returning as dark masters at the helms of mighty fleets, ready to carve out their own empires
Some of the adventures are very well written, with interesting mechanics, encounters and suggesting rather novel application of mundane skills.
I'd like to run a premade adventure, but it feels cheap and a bit railroady as well as probably give off the impression Im not trying anymore.
Also, anyone else disappointed with enemies beyond?
No, I wouldn't that. Content-wise it has more than Enemies Without and definitely more than Enemies Within.
The only real downside to this is that a lot of the content is update from DH1E as one might expect from a Malleus book considering that the ordo was the clear favorite of the 1E authors.
Personally I wouldn't have minded less content areas and more developed content, but I can't deny that that daemonhosts/daemonweapons/daemon items/new psychic powers/new character options/new elite advance/ etc. are really ever a disappointment.
The only thing I truly dislike is that the enemies list is just transferred over from BC. Original, fresh daemons would have been nice.
It's possible, but I wouldn't use any of the 40K RPG systems.
Weren't the Thunder Warriors supposed to be some of the most badass motherfuckers in all of existence? Strong enough to trounce the much weaker Artartes.
Mk I armour is statted in rites of battle DW book. For thunder warriors just take marine npcs and add +15 to stats.
I don't think this is an interesting idea though. Lore is scarce and creating immersion and interesting adventure would be tough.
I'd rather play a one shot taking place during the siege of Terra
I have a bunch of people clamoring for me to run a game but one of them hates everything that isn't fantasy. I don't want to run fantasy. So I'm thinking about running DH as a fantasy game and slowly introducing the sci fi side of 40k.
Another core book? wut?
>Another core book? wut?
Rogue Trader needs an update, and there are only two ways of doing that.
1. Release Rogue Trader 2e as a Core Book, with all of the rules and shit in it from the get-go. Taking AGES to do, and costing more damn money for FFG and players.
2. Release Rogue Trader 2e as a supplement for Dark Heresy 2e, modifying the Dark Heresy rules to accommodate Rogue Trader characters.
Requiring less space, money expended and time.
So as I was saying, option 2 would be MUCH better.
Really the key points are Navigator Powers, and ship rules (possibly a "Group Influence" stat to allow the players to differentiate their own pull, v.s. the pull of the group and their backers as a whole).
>2. Release Rogue Trader 2e as a supplement for Dark Heresy 2e, modifying the Dark Heresy rules to accommodate Rogue Trader characters.
>Requiring less space, money expended and time.
I honestly don't see a single good reason to do it the first way.
Ok so here's the rundown of my players' last OW session
>attack on the ork-held base was under way
>other squads pour in through the breach and help clear the buildings one by one, one of the barracks contains some bodies of recently killed humans
>meanwhile the PCs get to the central command tower
>door is closed, a voice screams to go away, looks like a child to some in the squad, a discussion starts about the chance it might be a civilian
>techpriest and another one stop it by stating it's just a grot
>doors get lockpicked and everyone is ready
>they open it
>grot actually won the initiative race and lubs a hallucinogenic grenade, planning to use the chance to escape
>both weapon specialists manage to dodge thanks to Agi bonus and enough dos
>sergeant isn't affected by the gas
>tech priest rolls over believing himself dead despite his filters
>medic becomes frenzied and rushes forward blocking the door before coming to his senses at the end of the turn
>desperate grot charges forward, manages to wound the medic despite only having a spear against flak and T bonus, medic pulls out his revolver and blams him in the chest
>the rest of the room is clear, there's a bunch of stuff in a corner and a nob pole on top of that
>stairs leading upstairs end in another closed door, which gets lockpicked too
>sniper is not taking any chances this time and throws an incendiary grenade inside despite no one hearing any noise
>wait a moment and barge in, find a burning techpriest sitting on the ground with his back to the wall
>still alive but in suspended animation, the medic and tech priest do what they can while the sergeant leads the other squads in clearing the rest of the base and the weapon specialists go on the roof to check the situation
>inspection of the pile of stuff under the pole reveals several pieces of high quality weapons and gear, taken as trophies
>from the roof they see that more and more orks are gathering to engage the covering elements that stayed outside the base, the time to evacuate the wounded from the makeshift camp one click away is going to run out soon if the pressure keeps ramping up
>meanwhile the last building that remains to be cleared is completely locked, holes in the walls have been plugged with barricades and all the windows are covered
>growling and bestial shouting can clearly be heard from the inside
>party is not taking any chances and blows a hole in the wall, then chug 2 frags and an incendiary inside
>a dirtied nob comes out of the hole and charges the sergeant, taking him to -1 (luckily a rending effect to the chest on an armored location) and goes down to a couple of longlas shots
And here we are, with the techpriest staying with the newfound one (this is the techpriest that complained about not getting rp, obviously the player wasn't there this time) and orks coming from everywhere to retake the base or just for the hell of it, next sessions are going to be about getting the wounded inside the relative safety of the base, repairing what damage is possible to make the base actually safer and holding it until reinforcements arrive. HQ had the platoons involved pack food for a week and this is just the second day, ork presence is much heavier than predicted so ammo issues are bound to come up soon and there's the whole subplot about what happened to the techpriest and the other humans here if the players get interested, I'd say it's enough for a while.
You could play OW on a feudal world fighting against feral orks and run a classic dungeon crawler and there would be no problem. Or DH as local enforcers on a low-tech world that get inquisition support every once in a while because threats to their world aren't relevant to the imperium at large, even if they matter a lot to the ones living there.
Feral Orks, daemons and nids are good for "fantasy" too, and even some eldar, dark eldar and necrons if you fluff and describe them right, not to mention the several other alien minor factions and the many local variations of plants and animals that can be thouroughly statted if all the action is going to take place on the same planet. I'd say go for it.
Core only had Summon Daemonette, Summon Bloodletter, and Summon Horrors. So even if there were a Summon Lesser Daemon, it's clear that the "signature" Daemons are higher up than "Lesser."
Welp, my FLGS closed down before Christmas, and the new place I went to apparently is so incompetent that they ordered the nase DH game instead of Enemies Beyond. Amazon wants to send me the Book next week if I order from them. What the hell am I supposed to do if I want to get a hold of Enemies Beyond now?
They replaced the demon builder with a demon-prince builder. So an equal trade, I'd say.
They have planetary communication spells, just not inter-system stuff for some reason. A psyker of psy-rating one could easily send a message to a ship orbiting a planet, for instance, according to the rules.
Yeah, in BC they didn't give many specific rituals for the totally reasonable fact that not all daemons, even of the same type, respond to the same ritual. It should be personalized. Mastery tests are all that need to be provided since those are the same between groups.
Dark Cherub? Psyber Eagle? Mech Spider?
Use this to find more ideas. Just switch the filter to machine or heretek.
Power weapons are magic weapons, laspistols are wands, flamers are staffs of destruction, shotguns are boomsticks. Psyonic stuff is obviously magic too. For the rest there's the usual layer of religious fervor and superstition, and even the admech lights braziers and censers when performing rituals so there's that.
And most obviously, space marines and the like are angels of death and destruction, His will made manifest for all to see, as they come from the skies and touch the ground disemboweling fire-spouting dragons and riding flying beasts made of metal harder than steel.
tl;dr use allegory when describing stuff
Does the new system have actual rules for things like cybermastiffs and such? I always wanted to make an AdMech guy who made and worked with them, but the rules for them were a total clusterfuck in DH1
Burn Fate Points have basically been the character is 'dead' until someone checks on them, and discovers that - Emperor be praised - they're still just clinging to life.
As for PvP, I didn't have to, the group were pretty shit-hot on slapping the little shit down who started it. That and then including the transgression in their report to their Inquisitor.
He's not impressed.
I wish that my group was capable of slapping the shit starter's shit. He used Iron Arm and Warpspeed to fuck our days and then laughed his way to the bank with some heretics. Why in the fuck is Biomancy allowed to be so ridiculously strong?
That sounds painful.
My group was between a super melee character - who's fast as well as tanky - and an armoured ranged character.
Aside from the annoyance of PvP - it really wasn't justified - the actual fight was kind of intense.
I'm still rather salty about it. There was literally nothing we could do since he went first with Unnatural Agility, and then took out the other psyker (me) and his melee buddy both in the same round with separate Lightning Attacks from TWM, getting a fuck ton of DoS on both. He was Psy Rating 6 so he had plenty of PR to spare for both Iron Arm and Warpspeed. He then proceeded to only get hit once by the remaining two party members and took no damage from it. Whoever designed this shit needs to get a punch in the balls. This was a rather long running campaign too, so now it just feels like all that time is wasted.
man, this makes my group's only PvP seem shit:
was me (Arbites assassin with a shock maul) vs a guardsmen
i threw a pillow at him first round,. and he proceed to miss all his rounds. by the end i was on like 2 health, and he was manacled and unconscious.
Its an acolytes life
2e is a real step down in the amount of super bullshit too. Why they ported over what is widely considered the strongest power in Black Crusade without any changes when everything else seemingly got toned down or edited in some way makes no sense to me. If I ever make a melee character, or see other people make a melee character, I honestly ask "Why isn't this a psyker?"
It's such an obnoxious ability, isn't it? I'm in a BC game as a Slaaneshi Swordcerer
gedditand have yet to have any of my fellows try to openly perform a coup on my character yet, despite several having gone on for the other players. On a technical level, my character is seriously strong Six Blades of Prosepheron is a massively overlooked ability in my opinion, SBoP and Warptime puts my average damage somewhere in the realm of 2000 before mitigationwhich explains why he's been untouched so far.
Really though, there needs to be a lot of work done on psykers in general to make them fit the setting better. They're supposed to be able to pull off insane feats, but there's meant to be that trade off which is quite lacking in the current line.
I would imagine it's something like
>Warptime for increased WS Bonus, increasing maximum Lighting Attack hits
>Blades of Prosepheron to make Lightning attacks stupidly likely to hit
>High base WS and exceptional craftmanship weaponry meaks well over 150% chance to hit, resulting in a ludicrous amount of hits (Prosepheron doesn't give a bonus to hit, it changes the attack difficulty which isn't calculated as a part of the +60/-60 cap)
>Astartes Physiology + high Psy Rating + Force Swords equals quite frankly ludicrous base damage, even worse if you somehow make them dual Legacy Weapons
So a billion hits from each sword, I can see that racking up some frankly ludicrous damage, but not 2000
I have a question for you. Since the Swords of Prosepheron power doesn't allow you to move, do you basically just charge into battle, then on the second turn activate it to fuck the enemy's day? I can see how it would be useful, but this does make it the slightest bit impractical.
>Why in the fuck is Biomancy allowed to be so ridiculously strong?
Because it and Telepathy are the most powerful disciplines on tabletop, and FFG DOES model the tabletop, despite what people say.
> and FFG DOES model the tabletop, despite what people say.
>auto cannon/plasma gun both str 7
>3d10+8 vs 1d10+6
>power sword: ap 3
> pen 6
>power maul: +2 str on the TT
>least damage (tied with the sword) of all the power weapons
sure thing buddy
Most of that seems to be Black Industries leftovers that they really can't seem to get rid of, or outright enforce sometimes.
FFG DOES have a basic set of equations they follow for most gear though. And it maps decently enough.
How did he manage that? Unless I'm misunderstanding the order of events, he used Warp Speed (Concentration Action) to ensure he went first in Initiative, then used Iron Arm (Concentration Action) to help beat the shit out of you. But that's two Concentration Actions which breaks the whole no more than 1 Attack, 1 Concentration Action per turn.
While that is probably one of the most efficienct ways to go about it, last time I played something like that, I just used a Blastmaster.
Flying across the battlefield, rocking out.
Weapon Skill 80 (rounding down)
Willpower 60 (rounding down)
Psy Rating 5 (+4 Push)
Strength 40 (+20 PA)
Unnatural Strength 4
(Crushing Blow, Two Weapon Wielder, Lightning Attack, Child of the Warp) - Talents
(Warptime, Six Blades of Prosepheron) - Psychic Powers
(CSM Power Armour, Dual Lightning Claws) - Gear
Warptime at Push (Psy 9) = Unnatural WS 9
WS Bonus = 17 (8 Base + 9 Unnatural) = 9 Damage from Crushing Blow
+5 DoS on WS Tests
Assuming Six Blades of Prosepheron at 2 DoS (not entirely unreasonable, I guess?)
Lightning Claws = 1d10+6 E, Pen 8, Proven (4), +2 Damage per DoS
Minimum Damage = 1d10+25 E (Lightning Claw 6, Strength 4, Power Armour 2, Unnatural 4, Crushing Blow 9)
SBoP'd Lightning Attack = Roll under 90 (roughly) to hit, assuming no other bonuses
Assuming roll of 50 = 4 + 5 (9 DoS) (Normal DoS + Unnatural Bonus)
9 x 4 (36) (9 hits per attack roll x 4 attack rolls)
>Rough average of 5+25+18 (45) per hit x 36 (1620 total, not counting TB/AP) per turn
Everything relevant that I can remember, put into the most hideous format possible - but I feel like I'm looking over some horrible error. Either way, at some point the GM said something along the lines of 'Wow Anon, your character can do ~2000 damage a turn!' and I never bothered to fact check him. I've never gotten into a position where I needed to roll more than maybe a third of the dice to kill everything in range. The character also has another pair of arms which hold force swords, one of which is possessed and has Lashing, but I ain't calculating that.
Pretty much. I generally only use SBoP on particularly nasty enemies that need to be cut into literal ribbons. There's been a couple times I've been put into the red by the nasty's friends after their pal has been dealt with, but Warptime helps to minimise most of the risk.
Like I said in my post, he went off with a band of heretics. I don't know the specifics, but apparently he got tainted after coming into contact with a Daemon weapon we destroyed and it went to shit from there.
So why didn't your DM just say fuck it, rocks fall, he dies and you all get your fate points back?
I never get how these stories become so depressing for the groups when ultimately it is up to the GM on how things actually go.
My GM is a firm believer in allowing the players to do as they will and feel the consequences of it. At the end of the day the rest of the group got fucked over because they were betrayed, and that's how it goes. I'm salty about it all, but I at least understand his reasoning behind it.
How did you get those 4 attack rolls again?
Two-Weapon fighting doesn't allow you to attack with both weapons at once in each Lightning Attack, it just lets you use one half-action for the first sword, and then the second half-action for the second.
So you're actually only rolling twice, and getting 18 hits.
It depressed me as well when I learned that, my Khornate Beyblade (Jump Pack + Raptor + two super Chainswords + Flesh Tearer) suddenly wasn't anywhere as effective.
Six Blades of Prosepheron; and I don't think TWW + Lightning Attack works how you now think it does
As part of a Lightning Attack action, if you have a viable weapon in your off hand you may make another Lightning Attack with that weapon in the same half action. "If the attacker is wielding a second weapon in his off hand, he may make an additional attack as part of this action. See Two Weapon Fighting on page 242" is pulled from the Core Rulebook..
>I let my own personal standards ruin the fun for the rest of the group
Shitty GM, mate. I too believe that consequences should matter but when a blatantly broken player decides to go so randumb heresy xd he should overrule that shit.
Players having fun and not being upset >>>Agency >>> DM's magical plot
If you don't follow this hierarchy, you belong in a "that GM" thread
See above, retard. Fun is the ONLY thing that matters. If most of the group isn't having fun at having lost tens if not hundreds of hours into the game, then you're quite literally doing it wrong.
That isn't even my opinion, its what the core rulebooks say.
Assign them an availability, choose a quanity and a quality, then roll.
Alternatively, do as >>45077792 say.
It's even better if you can use those same pieces of equipment to capture local animals.
The Ad-Mech, Beast-Hunting groups, Pit-Fighting group and Noble House are always looking for more specimens from strange, far-off planets.
>you can use those same pieces of equipment to capture local animals
I'm trying not to make the obvious /pol/ joke, I really am. But between Rogue Trader being Colonialism IN SPACE and that setup, it's really hard.
So, decided to share a small update on my Imperial Knight game Heavy Metal Chivalry. Sadly, Janusz player could not participate due to scheduling issues, but the game is moving on despite being one space slav short.
But since the game is planned and balanced around three players in Super-heavies fucking shit up, I along one of my players just rolled up an NPC Knight to accompany them in their quest for the Holy Space Grail and this is what we produced.
Dame Morgaine de Belliqueux
Positive: Clever, Restrained, Pious
Negative: Bloodthirsty, Unhinged, Vindictive
Bastard of a House Medraut Scion and a Rogue Trader house Scion (most likely Verenus), managed to undertake the Rite of Becoming and acquire her Knight Armour through Dune levels of scheming and abuse of the Medraut inheritance laws by her Sister Famolous tutor. Promptly took up the mantle of Freeblade because she above all desires freedom and has a unquenchable thirst for adventure (and also violence which she is in self-denial about). Avidly practices self-flagellation and self-denial to purge herself of the sins and vices she possesses.
Outside of her armour she's the epitome of courtly manners, kindness and polite sarcasm albeit somwhat willful. In her armour, she turns into a belligerent psychopath and revels in destruction.
Vulgate Cycle - Questoris Paladin
Throne Mechanicum Imprint: Bellicose and Bloodthirsty (which gives her the Frenzy talent while piloting her Knight)
Animus: Crusaders Pilgrimage (Makes her armour a wandering reliquary and gives her bonuses to interacting with the pious)
Armament: Standard paladin fare with Stormspear Rockets, an ammunition selector upgrade for the Battlecannon and Phosphor rounds for said battlecannon.
For context, House Medraut is one of the largest Knight Houses in my homebrew sector. Think the Lannisters if French, buttbuddies with the Church and armed with enormous battle-mechs and named after fucking Mordred.
Right, I was NOT thinking filling up the bilges after losses, but rather hiring skilled professionals (filling out for roles the players haven't chosen, such as master chirurgeon, Astropath(s), Helmsmen, Navigators), if they want these a bit more skilled than your average shipsman (fuck having a mere 30 in Navigate (Warp), we want to arrive in one piece and this millenium).
So, in short. Heavy Metal Chivalry looses a Polish Space Lancer in a Cerastus Lancer and gains a bastard Scion of French-Space Lannisters and the Lannisters as a Rogue Trader dynasty, with a Rite of Becoming gone wrong hightening her already latent bloodlust and combining that with a Mechanicum Imprint with encourages bloodthirstiness, frequently flagellates herself bloody to suppress said bloodthirstiness with a religious fanaticism, just to contrast against two Space Slavs.
As the player that helped me make the character said "Curse your sudden, but inevitable fall to Khorne."
Oh and in case anyone wants it, here's the latest version of the homebrew rules I'm using for this campaign, whose first session will be this sunday. So expect a storytime monday-ish.
That is not accurate. Every psychic tree in the game requires one stat or another to be very high before a player is allowed to buy a spell there. There is no biomancy without strength and toughness, no divination without perception, and no telekinesis without intelligence. Also psykers should be penalized for using their powers openly because of superstitious commoners, so the player thinks twice between casting molten beam to get past a door.
Does anyone have any ideas about adapting Dark Heresy 2e to work for Rogue Trader? Even just "don't do it" would be helpful.
Any advice on how to get players to get into the mood? Last few games I've run in it have just died because my players just sat around and had no real ambition or drive.
You can scar him up a bit, but don't kill him.
At the culmination of the ritual, I'd have him by mystically strangled until he was a short bit from death, before allowing him to break out of it.
Then I'd give him some horrible burn-scars around his neck.
Then I'd say Khorne's sent the Huntsman after him.
There's nothing that I know of that says there can't be Khornate-aligned Sorcerors, and from memory there were several instances of them in Realms of Chaos, though I'd have to pull out my copy to find them. Kyras is similarly a fairly mainstream example of such an instance, though there were some trade-offs for his ascension.
A psyker asking for powers directly from the Big Man's forces is fucking stupid though, and should be immediately met by a pack of Hounds tearing into the material plane after him. A psyker should know his place.
In Black Crusade, there are no Khornate psychic powers, Khorne is hates Psykers more than any other filth in the Galaxy, and if they ever become aligned to Khorne, they lose access to all of their Psychic powers (and the Psyker trait) until they lose his alignment.
2nd edition Dark Heresy guy here. I'm looking for insight. We have a Heretek, insanely good at knowledge and most Intelligence based test. A desperado who can sling with the best, and a melee warrior. I'm looking for some form of a niche. I'm thinking a talkative kind of priest, or possibly a psyker, but I'm not sure how to go at these classes.
They're both pretty intuitive.
Go for the adeptus astra background, voidborn homeworld, and mystic role. Get psyked up. Most of the recommended advances are good. Each of the skill trees fills a pretty obvious role.
Shrine world or hive world, ministorum, and hierophant. You have yourself an auto imperial-creed fanatic who'll have some interesting interactions with the heretek. Talents etc are handy. If you want talkative, get followship advances, inquiry, etc
90% of DH2e character building is intuitive once you get the hang of it. I'd seriously reccomend thoroughly reading through the talents lists, if you're interested in continuing to play dark heresy. Takes a minimum of effort, but will pay dividends every time you have experience to spend.
This is the grimdark 40k universe. Unarmed characters will suck sweaty ass crack regardless.
If you want a really mystical monk, go into adeptus astra psyker and then fluff yourself as a religious fanatic. Delve into biomancy. Maybe some divination for dodges, etc.. Get a feral world homeworld for that WS aptitude, and mystic (*maybe* seeker?) background. That's basically the only way it'll work. Pick anything else, and your shitty power curve will fail by the time you hit midgame. If you aren't sanctioned, your fluff will demand that you kill yourself in the most painful way imaginable for being a rogue psyker. And seeing as you'll be exp starved, and constantly relying on your warp powers, going rogue isn't remotely tenable anyways.
To be forward with you, this sounds like a really fucking dumb character concept, at least for a PC. This isn't D&D. Unarmed monks are cannon fodder.
Well, as an addendum, I guess I should say that you'll have a usable character in the suuuuuuuper long run. As a crude estimate, you'd probably need 2000exp to stop being useless, and 3500ish exp to get all the other necessary talents to base your character on. Beyond that, all the experience you'd get will make you start scaling nicely.
But in effect, you'll be playing through all of your games wishing you had just another few hundred exp so you can start getting off the ground, and praying to god that nobody picks on you.
I wouldn't even consider going this route if your dm assigns you less than 300exp a session.
Basically, unless if you're a space marine, don't bother with unarmed being a valid way of killing things. It is good as a backup and in certain situations, but for general-purpose melee combat, it isn't viable.
Which game line? It shouldn't though.
What the hell is a natural way to finish? You're just getting mad because things didn't turn out like the narrative you had in your head, even when such an end is damn great as the final episode of a season. Why aren't you rolling up new characters and starting another campaign with the objective of getting to the traitor? If it's because you all got mad irl for something that happened at the table I'm gonna laugh.
Man I fucking love you 40krpg. If I could cleanly divorce you, setting from system, and use you for everything I could I fucking would. I do not hate you, 40k, but some others do and that is okay. But boy howdy, if I could run a fantasy game using you my sweet, I would. If I could run Cyberpunk funkiness through you, I would. Oh D% system., never stop being so grand. Never stop being so mecahnically sound where choices made in chargen are not that big a deal! A system where those failings of your heretics, or those divinations of your acolytes are neat little bonuses and not Big Fucking Deals that can determine from the start of things how effective or useful your character can be, helping to forge them as Gamebreaker Big Dick Swinging OG or Useless Shitpile. Thank you for your gradual build-up and modest opportunity cost that comes with your XP gain system that does not thrust a whole bundle of bullshit upon you at arbitrary points but instead offers small morsels at arbitrary points instead, allowing for diversity and generalization without much cost in competence at other points. Where, while every killer or thinker or "build" generally takes the same 10/15/20 skill/talent combinations, any character can be made at least Competent in a thing with little lost for this in sacrifice. Thank you for being a system where one does not have to choose between ultimate godhood and being worthless and through your moderately lethal combat even the most overpowered psyker is but a mere two failed reactions away from being a fine red mist and where even the most incompetent Adept can just go out and buy a fucking Sentinel at a very meager cost and be more lethal, more durable, faster, and (theoretically) carry a better weapon than (but not be overall more useful than) a space marine.
Thank you 40krpg, for not being fucking D and fucking D. God, fuck, I hate my group.
>Also, anyone else disappointed with enemies beyond?
Bit early to be disappointed in a book no one has yet.
There are two different services, all under the 'Rites of Sanctity'.
Basically one gives your weapons Sanctified, the other gives it Daemonbane, which is like super-sanctified.
The first one just uses normal service rules, though you need pretty high infulence. The second one is really really hard, you need very high influence, and it reduces you influence when you do it. Also takes longer.
Has anyone ever played fading suns? I read the corebook back and the 90's and i couldn't help but think that the company must have had a liscence deal fall through. Also the supplements are probably full of ideas one could use for 40k if i could find the pdfs
Why the fuck should they? It is retarded enough in DnfuckingD, a weapon is always more useful and more lethal. Most unarmed techniquies that would be left, is gathered under grappling.
It's not bad, but there's so many better things you can do with 500exp.
Super badass killing fists styles haven't even survived to this day. You don't see fucking monks charging around the battle field in the face of machine guns, so you're not going to see them in the future where ranged weaponry is even more lethal. Oh - And against 90% of the Imperium's foes (orks, nids, etc), you're going to lose unarmed combat no matter what super seekret kung fu moves you know.
The existing augmentation and biomancy systems in dh2e do an excellent job of simulating the buffs to unarmed combat such as it is - I outlined it here >>45085214
"I grab the nob'z arm and toss him over my shoulder, slamming him into the ground behind me as I pivot on my feet and reverse my grip, bringing back my fist to try and break the nob'z ar--"
"The nob falls on top of you. You die."
Okay, that may not be the best example out there. I was thinking along the lines of.
"The cultist attacks with a knife"
"I parry said knife, counter attack with a jab"
"Follow up with an uppercut (called head shot)"
Also 200 of that xp would be for ambidextrous, which can be used in other situations.
>tfw I want to make a well written campaign but don't know much about science and political intrigue.
While I totally agree that an unarmed style in 40k could work, it's really more of a Temple-Assassin level of play. Where your muscles are so enhanced and modified that you punch holes in peoples heads.
Political Intrigue is really as simple as "I believe Y, Inquisitor X disagrees with Y." The players get to decide if they believe X or Y and deal with the repurcussions, perhaps Inquisitor X can offer them something if they betray Y. But then, what does Inquisitor Z have to say on the matter?
but i want more complex than that, anon. I want in depth political institutions with interesting figureheads, history and traditions. I want large scale plots, ingenious plots with interesting motivations. I want to bring the Byzantine, mind boggling imperium of 40k to life!
Then start very simple. Pick four to six powerful individuals at the heads of various conspiracies, and give them each some broad motivations, like so:
>Cultist Leader A wants to awaken the lost and dead Star God Un'Pro'Nun'Kable
>Inquisitor B wants to spread Inquisitorial influence into every Adepta he possibly can
>Arbites Precinct Boss C wants to retire peacefully on a career high note.
>Ganger Boss D wants to rule a vast section of underhive and become a 'gutter prince'
>Rogue Trader E wants to bust open a local mega-bank
>Magos F thinks that vast tech-treasures lurk in the underhive
Then start making connections of how various parties might be fucking with each other, aiding each other, or of interest to each other, then gradually add in more as the plot needs.
The thing is, complexity is totally overrated. In a campaign I ran, I had 6 Inquisitors and it generated enough politicking to fuel a whole campaign, nevermind the sector-wide Daemonic incursion. Pic related and the one following briefly summarise what happened in that campaign.
Walt, Gio and Geza, may be spoilers within but this picture is old. You've been warned.
And here we have after the campaign.
And this doesn't accomodate the current campaign at all, in which the Honourary XV-18 is now dead and the PCs are currently being held for trial by the Ordo Chronos.
Point is anon, you can tell a great story with simple pieces. But if you're the only one that can appreciate what's going on, then what's the point? The PCs have to be able to interact with it, and if the PCs aren't schemers themselves then they'll just be in for a campaign of getting kicked in the dick. Again. And again.
You have a pretty comprehensive list of combat actions while driving IIRC, tests during narrative time mainly depend on the terrain, maximum road speed for most vehicles can actually be found in FW if it's not listed on the books and the same for fuel. Keep in mind that you can always handle these things as the plot demands, it's not hard to justify a fuel shortage due to logistical fucks up or the lines being stretched.
Halp, I'm playing an Apostate in Black Crusade. For his background, he was an Ecclisiarchy priest (still discussing how high up he was with the GM) but I'm having a hard time figuring out why he became a chaos cultist.
I wanted to go with warp rift in the basement but that didn't pan well with the GM's other ideas.
Anyone help a brother out with ideas?
The way I always handle Khorne-themed magic is that the sorcerer is invoking a pact with or coercing a daemon of Khorne to intercede on their behalf. After all, daemons of Khorne are Daemons and follow Daemon rules. They just fucking hate it. Asking favours as a sorceror or using powers in the name of Khorne is weak shit and worthy of a paddling though.
Real men summon bloodletters by killing thousands on the battlefield anyways. Sorcerers are chew toys for juggernauts and they know it.
In the old novel Daemon World a world bearer teaches a non-psychic barbarian dude how to be a Khorne Sorceror, using words and ritual to turn himself into what is essentially the Hulk. (He even mentions sorcerers that use their power to kill at range is cowardly and he'd never do it).
IMO keep sorcery/ritual and psychic power distinct is probably the most based thing FFG has done.
How acceptable is carrying weapons in public in the Imperium?
If the party is walking through the street with a laspistol by there hip or a lasrifle over their shoulder would it tank their subtlety or have no effect?
What about cybernetic enhancements? Obvious ones like replacement arms or those techpriest extra arm things they have coming out of their back?
Or what about the skull drones floating next to you?
Depends on the weapon in question and location.
Depends on the location, but if it did result in a subtly hit, would be minor unless if las weapons were uncommon in the area for whatever reason.
Nobody really cares besides really, really, REALLY hardcore human puritans or if you're on a world where such things are rare.
Might get a glance or two, but otherwise no. Maybe a bit more on a feral world.
>What about cybernetic enhancements? Obvious ones like replacement arms or those techpriest extra arm things they have coming out of their back?
On some worlds bionic replacements are pretty common unless it's a really high quality replacement
>Or what about the skull drones floating next to you?
Might get you looks, almost always an indicator of stature.
location, location, location. Mid hive or lower, standard weapons would probably pass off without much more than a glance. Heavy weapons would draw more attention. 90% of the time weapons aren't going to get a second glance.
Cybernetics would draw a little attention, but not too much on their own. Depends on the quality. Best cybernetics are often impercievable, or else are very ornate. Shitty ones are more likely to be noticed, but people will be less likely to care; there's millions of deadbeat gangers with the shittiest tier of replacement arms or legs.
Servoskulls would be almost 100% setting dependent. They're generally fluffed as being common in hives. Depends how they behave and where they try to go.
tl;dr: You decided, anon. Make the call based on the setting.
>How acceptable is carrying weapons in public in the Imperium?
Depends on where they are. Context, local laws and the roughness of the neighbourhood would affect it.
>What about cybernetic enhancements? Obvious ones like replacement arms or those techpriest extra arm things they have coming out of their back?
Common as fuck if the art is anything to go by, so people are generally fine by it, it seems.
>Or what about the skull drones floating next to you?
As common as pidgeons it seems like.
In general, keep in mind that this is, as people have said, *heavily* setting dependent and dependent on the characters. Pistol weapons in general are mostly acceptable for open carry, as are swords of various types. Rifles are not, and openly worn armor of any kind is a good sign you're ready to start shit. Cybernetics are dependent, but no one will blink twice at a techpriest with mechadendrites, it's kinda their thing.
I plan to start a chaos cult that is disguised as an Imperial sect: The Cult of the Manifold Emperor.
The Emperor is Hate (Khorne), the Emperor is love (Slaanesh), the Emperor is Despair (Nurgle), the Emperor is hope (Tzeentch.)
Do the aspects work?
Well the idea that will be sold to the sheep is that the Emperor is humanity made divinity (which isn't really a lie) so he's both the good and the bad.
The purpose of the cult isn't so much turning a planet to chaos per se, and more turning a planet into a weapon against other, legitimate Ecclisiarchy sects. A War of Faith in the name of the Emperor serving the ends of Chaos.
He was a high up in an unorthodox, fringe cult of the Ministorum. Believed some weird scary stuff... ooooh...
The sect is put to the sword, and almost every member is killed. Joe Schmo the - now - Apostate survives and vows to rebuild the cult, unafraid of the Emperor's enemies.
Has learnt his lesson though, needs to be more subtle about things. Infiltrates society instead of standing on the streets screaming "The end is nigh!". The wealthy are an obvious target for converts. Rich, powerful - and supposedly appointed by God-Emperor mandate to their status, having them on board would help protect the fledgling cult.
Begins to grow disillusioned with things when realises that the nobles are a bunch of pampered, hypocritical, back-stabbing recidivists.
Takes it upon himself to cleanse them of their sins. Dedicates each sinner 'saved' in a weird ritual, vaguely reminiscent of the Eucharist.
Finds after a while, a strange clarity and inner strength after each ritual and begins to become somewhat addicted. Decides that the only way to save the Imperium is through river's of blood, and that the nobility and the clergy is a wonderful place to start.
To do this, will need hordes of loyal followers, willing to shed, drink and even bathe in blood and gore to achieve his goals. Good job he's so eloquent and charming.
I dunno, something like that.
Ah, I see what you're doing, right on I can dig an manufactured civil war. I'm preparing to start a Dark Heresy game where the players are trying to hunt down a heavily modified Cult of the Star Child which wants to kill The Big E so that he can be reincarnated and lead a new great crusade, not caring about the unimaginable chaos that would happen once the Imperium collapses.
>not caring about the unimaginable chaos that would happen once the Imperium collapses.
They have no idea
That's not really on their radar, they just think he is stuck on the throne and needs a bit of a kick to set things rolling again, but yeah it will be bad, like super incredibly fuckass bad.
People keep trotting that out, but I can never bring myself to see it as anything but Chaos propaganda, because "If the Emperor dies, the entire galaxy is instantly eaten by Chaos" makes less than no sense because it allows for only that apocalypse, makes the 'who will survive doomsday' thing moot, and completely invalidates the question of whether the Emperor is in fact still alive vs long dead and the Astronomicon is just the million psykers burning inside it every damn day. It's also pointless grimdark for the sake of grimdark that makes it hard to use as a roleplaying setting.Oh, and it means the CSM and Abbadon are similarly pointless tools of the true Big Bad.
>because it allows for only that apocalypse
Aside from the Psychic Master race ending. If humanity becomes the psychic master race, then chaos can't use them as a gateway for humanity's destruction.
The way the main rulebook presents it; it's going to be either chaos or humanity.
I was going to have the Imperium collapse if they fucked it up, but I wasn't going to let it get that bad, more like each system is stranded, at most people can make blind jumps, at that point if the campaign keeps going they would try and fortify the system that the campaign takes place in, holding off against various threats coming for them in the hope of reinforcements.
I play only chaos and imperial, and Eldar armies
My standing plan for that game where the Imperium collapses is, surprisingly, relatively not bad. Note the word relatively.
>Every single power and micro-empire within a six-sector radius fires off their emergency Imperium Secundus plans at once, furiously squabbling as various micro-astronomicons are fashioned via the torture and sacrifice of psykers, and they eventually start to form into something almost resembling the Imperium again once one group gains primacy over the others
>Necron dynasties rise in earnest and start chomping through the galaxy
>Tyranids scatter in every direction as their beacon to Terra vanishes, and are now thousands of splinter fleets instead of a few dozen massive Hive Fleets
>Warpstorms punch ragged holes in the galaxy and the Legions of Chaos start riding out in earnest
>Orks are having the time of their fucking lives
>Eldar gonna Eldar
Etc. It's going to be a fucking hurricane of spiked dildos, but it's not "everyone loses, gg, boot up Age of Emprah" so much as "Everything gets turned up to 13"
Exactly, I think I may have them mid warp transit when it shits itself so they get shipwrecked on a feral world
which will be the remains of the hive world they were on, they will eventually find out they have been catapulted into the future, things will be bad, the chapter of marines there have had to begin using primitive equipment due to lack of resupplies, think arrows with bolts for arrowheads and stuff, most of their time are spent protecting human tribes from the hive mutants/ dark eldar raiders.
>Everything people have tried to dismiss as "Chaos Propaganda" in the novels has come true, because GW does not know how to into subtlety.
And guess what, that leads to people like me dismissing that shit because it makes roleplaying in the setting nigh-impossible. Also because modern GW is dead to me and keeps pissing on the things I like about 40k.
So I have an extravagant Rogue Trader large scale plan I want to run by you guys.
Who remember those rumors of a supposed 'diamond planet' that was discovered some time ago? That turned out to probably be a load of crap. But! It provides a wonderfully fantastic set for a game of Rogue Trader.
The group's Rogue Trader will be the descendant of a long near-defunct Dynasty. At one point it was large and prosperous but now almost all of its various branches have scattered to the wind making due with whatever elements of the dynastic fleet they could get their hands on. Except for the player Rogue Trader and one other. The family has fallen onto hard times because the Patriarch of the family has had an incredibly secret project out in the Expanse and he has been clutching onto power for some 400 years now. He's practically a mummy by this point but he's got the talent to have thwarted every attempt to to discover his secret and dethrone him from his position in all this time. The party has been called to see him as he's actually finished the project. He found that previously mentioned diamond planet and has been spending hundreds of years carving it into the most magnificent shrine he could afford. Obviously the whole thing couldn't have been done in a mere few hundred years but its done enough that that Ministorium is starting to move in, including a convent of Sisters and this man is being officially canonized. He plans to stop taking his juvent treatments and to peacefully die on the world he carved out. Only the party and one other distant kinsman bothered to answer their summons. The patriarch of this family did all of this for the express purpose of the next in line to inherit could have the prestige of being blood related to a saint. As only two candidates show up, the job goes to the player as the other guy is flying a pretty piddly little transport ship.
The players receive a Lord-Captain's Baton. In ages past when the Dynasty was far more affluent, the Lord-Patriarch would issue servo-skulls commissioned by the Mechanicus to serve as proof that the master of the servo-skull acted by the power of a Rogue Trader's Warrant. The player's task is to find all the wayward sheep in the dynasty to return so that they may finally get back to business after so long toiling to get them the status of being saint-blooded. If they won't return to the fold, the Baton will forcibly return control of the servo-skulls to the player and the player is asked to eliminate the dissident by any means necessary.
On that note, fuck Warrants of Trade being a piece of paper. That's a load of shit. For a political entity as bloated and inefficient as the Imperium? The Warrant of Trade the players will be working with is a complex gene-encoding device that maps the recorded family tree with the intent of proving that the holder is indeed the legitimate inheritor of the Warrant.
tl;dr- Its a Rogue Trader equivalent of a getting the band back together story.
I'll also be running this fairly Crusader Kings styles with binders full of characters and minor lordlings. With that in mind, I don't want it to be at the players' disadvantage so I am running the system of if they can get a man explicitly loyal to them into a position of a Ship Role, the Ship Role's benefit will be granted to the vessel.
>That's a load of shit. For a political entity as bloated and inefficient as the Imperium?
What's more inefficient than a piece of paper?
They're usually kept in Stasis Vaults and never removed for fear of damaging them.
So really, anyone who holds a Warrant of Trade can claim that he's a descendant of the individual who it was granted to, making the assassination of another Rogue Trader, and the theft of his warrant a high-risk, high-reward action for pretty much any powerful individual in the Imperium.
>Is this realistic
You could say that in a previous mission for the Deathwatch he did Bodyguard duty for an Inquisitor who had to travel to Terra, but the Ultramarines can't recruit from Terra, and the chances of anyone going from Terra to Ultramar and still being both fit enough and young enough to be inducted into the Ultramarines is exceedingly low.
Maybe if he's a Librarian- aren't Librarians culled from the cream of the Scholastica Psykana's crop and sent to Chapters as needed? With Grey Knights sometimes yoinking such recruits?
So I just started playing Black Crusade and I'm only 2 sessions in but I'm playing a Noise Marine terminator and it's not super exciting, cause I just move and shoot, so I was wondering if someone might help me make a character build and at least reference me some material to better understand what I want to make.
With that in mind I was thinking maybe something more along the lines of a Emperors Children Raptor or Warp Talon
>Berserk Charge talent
>Preternatural Speed talent
For massive fucking speed, incredible chance to hit on the charge, and bonus dmage to melee attacks when charging.
>Flesh Tearer talent
>Rending weapon, I prefer either a Chainsword, or a Legacy Weapon Power Sword given the Rending quality
>Furious Assalt talent
>Massive fucking weapon, I like the Bonecrusher Mace from Tome of Blood, you can use it at +10 instead of +30 (All-Out attack) in order to smack everyone within 2 meters of you.
Add in high stats, good Power Armour and other items for flavour.
If I'm forgetting something important, please mention it
Personally I'd look more at the roleplaying than the combat (if the former even exists) if you're bored with the game. It takes a lot to keep my interest in a game if it's nothing but combat after combat after combat
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
also rules for crusader
The Crusader is actually good against anything with Fear; their ability lets them spend Fate Points to succeed on Fear tests, and they add a creature's Fear rating to all melee damage and penetration they do to it. So fighting a Daemon with Fear (3) nets you 3 extra damage and penetration on each hit.
Nice try, faceless! You're just looking to stab the shifters in the back! We're just pawns in some insane game of politics, aren't we? Well, king me, because your dominos are about to scatter like a house of cards.
Thanks guys. I haven't started a game yet, but I'd like to get my players to give it a shot, I'd prefer to have a go myself but I'm ForeverDM.
Just said I'd ask though, as it's one of the questions that seem somewhat vague in the rulebook.
He once prayed very hard that something bad would not happened, and it still happened.
Then he learned of the gods of Chaos, and he asked them to stop or un-do the bad thing.
And they did, in exchange for an eternity of servitude. He realized that all his life he had been dedicating himself to a lie. A dead man sits on the Golden Throne. And his new friends, some of whom were once Angels of Death, tell him that when that dead man was alive he would have had nothing but contempt for the ecclesiarchy. He worshiped a lie his whole life. Now he knows the truth, and the truth has set him free.
I really like this outlook on chaos, not necessarily the lies and woe is me part, but how you're not alone in the universe and that by rebelling even ANGELS OF DEATH are on your side in this feeling of betrayal you have for the Imperium
Should a blank nullify some of the ork gestalt field if close enough? Ie. kommando who's waiting in ambush for a said blank suddenly standing out wearing a mishmash of paint which is nowhere near proper for the environment and such?
Orks have different ways of dealing with their Kustomized Weapons, ninnies.
Basically, if you're an Ork, and you have the ability to craft your own weapons (Trade: Armourer) You can stick two flamers together, and they'll automatically gain the Twin-Link quality because they're the same type of weapon. +20% bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees of success. Lastly, the weapon’s reload time is doubled.
If you want to be really fucked up about it, add some EKSTRA Barrelz for a Quad Flamer.
But the rpg literally goes with clap-your-hands-if-you-believe orkz. I have Only War - Enemies of the Imperium right in front of me, and it has all the classics like shootas are boxes with random stuff in them and such.
>I have Only War - Enemies of the Imperium right in front of me, and it has all the classics like shootas are boxes with random stuff in them and such.
Page number, because I can't find any of that sort of bullshit in there.
And right when I post, I do that sort of bullshit.
>It matters little, however, because no matter what kind of camouflage they wear, and no matter what branches, bits of moss, scraps of metal, and the like, that they strap, pin, nail, or glue to themselves, the camouflage keeps them hidden as long as they think it keeps them hidden.
P. 62 Enemies of the Imperium
God fucking damn it FFG.
That's an interesting point: what are CSM's opinions on rank-and-file cultists? Do they just ignore them, as is mostly the case with normal Marines and civilians, or do they have some sort of stronger bond through their worship of chaos?
Do Blanks deactivate Force Weapons? No.
Do they render a Navigator incapable of using his powers? No.
Do they flat out destroy Daemons through existing? Not usually.
Orky Know How isn't a psychic power, it's an innate semi-psychic effect that Blanks don't really fuck with (I think).
If you want it to work that way, go ahead.
However I wouldn't have thought so.
Plus, being that close to an Ork won't do you any favors.
Doesn't matter if their Chainaxes stop working because Squig Oil is a horribly fuel source, they'll still beat you to death using it as an improvised club.
Differs from Legion to Legion.
Some see them as little more than annoyances or human sacrifices, some see them as mortals to teach and guide to greater feats of exaltation of their Dark Masters.
The worst part of it is that it goes against FFG's earlier interpretations of the Orkish gestalt field, where it only removes Inaccurate and Unreliable qualities from Orkish weapons when Orks wield them.
If I were you, I'd interpret it far more reasonably than "clap-their-hands-if-they-believe" because it's monumentally stupid (even for 40k). So, as per your example, it would simply mean the Kommando is crudely camoflagued, but still camoflagued.
In addition - blanks don't exactly flat-out turn off every psychic activity around them just from being blanks. They have power levels, just like psykers, with weaker blanks not being able to do that much against stronger psyker. Not every blank is a Culexus-grade blank.
And since we're talking RPG here - do ork commandos roll their concealment as Focus Power tests? No. So fuck your blanks.
Astropaths are blind, they have a kind of psychic-sight granted to them in the Soul-Binding.
It's mostly the same as normal sight, but you can't be blinded and it doesn't display Blanks and Nulls.
It says so in the Core book for Rogue Trader in the section on Career powers.
Hope you don't mind, but i am stealing this flow-chart idea for my own game. IT will help me limit the number of inquisitorial factions and keep them consistent with each other. Currently the PC's are working for an inquisitor lord who is overseeing the Badab trials [got called away from his current assignment for it so the PC's are taking over where he left off] and are hunting down a rather mad Xeno Hybris radical that their lord owes a debt to. So as much as he holds distaste for her methods, honor and all that.
Lysander is an extraordinarily unique case. Elsewhere it's stated that in general, no Chapter recruits from Terra in any organized way, because the scars of the Heresy and the Age of Apostasy still run too deep for Terra to trust Space Marines.
>I think we're safely in the speshul snowflake zone.
To be perfectly frank, if Lysander's background was put in front of me as a PC, I'd toss him out for being too speshul by a wide margin. And that's a canon character I actually like. Let's just review the background here
>Born on pilgrimage, became an orphan, and fended for himself through two devastating wars, was found paying respects at the remnants of the Imperial Fists monastery, so they recruited him because they felt it was a sign directly from Dorn.
Real talk, would you allow that to fly in your game?
Yes, but he'd be mocked heavily.
If I was a player, I'd be OOC suspicious it was someone attempting to emulate the /tg/ Alpha Legion Deathwatch story by coming up with the holiest and most unimpeachable backstory. Depending on what chaper I was playing, that might make me IC suspicious too.
Would you allow assisting on rolls like Stealth, Acrobatics or Athletics?
For example. if a group of PCs is sneaking about, would you allow them to gain assistance bonuses to their Stealth rolls from one another? What if they justify it as them moving in a coordinated matter, watching each other's sides and signaling when it's safe to move?
Or Athletics, when, for example, a group of PCs is climbing a cliffside? Would you allow each of them to get assistance bonuses from the group, if they're moving as a rope team?
So, to generalise, if a group of PCs, A, B, and C are occupied in a same task that requires all of them to roll the same skill, and
A assists B and C when their turn to roll comes
B assists A and C
C assists A and B
which results in A,b and C each getting full +20 assist bonus.
Does it make sense? Would you permit that?
To do something like that for stealth you need to pick a spec in OW regiment creation, so in other systems I'd say you at least need some training.
Climbing, I'd allow for assistance to be given in cases like those two men manouvers.
Acrobatics, not really.
I think most of them really like being worshiped by the cultists. You ever watch "Beasts of No Nation"? I kind of thought the Commandant's relationship with his child soldiers would be similar to the CSM and their cultists, a weird mixture of abuse, paternal affection, positive reaffirmation and complete disregard for whether they live or die.
Also bear in mind that Chaos Marines pretty frequently are shown taking orders from powerful human heretics with little resentment.
As you said yourself, there's that whole weird relationship going on, who's to say it can't go the other way and Astartes start bowing to their commander, and he's just a regular mortal?
You've got my homebrew for playing Imperial Knights with the Only War system in this post >>45078377 right here.
And it should probably be added to the copypasta but I don't like unnecessarily self-promoting
Contains a new homeworld, regiment types, a class, all but three types of Knight (the Mechanicus ones) wargear, tips and suggestions and bad Monty Python puns.
If those rules aren't to your liking, check The Fringe is Yours in the OP. Shas'O made rules for Imperial Knights and a career path for RT.
But if it's not game mechanics and rules that are your problem, but rather what you'd have your party do and what not, you'd have to be more specific than "HOW TO".
Hey guys, i'm going to be GM-ing a rogue trader game for the first time, any tips/advice?
I was thinking a group of Freelancers tagging along with a Rogue Trader like Maxilla from Eisenhorn. Hunters who track down the monsters of the enemies of Mankind, such as Hive Tyrants or Chaos Warhounds, while searching for relic Knight chassis.
I hate to be that guy, but they're called FreeBLADES in 40k because 40k has to be speshul.
My nitpicking aside, that's a very good idea. I was planning on using something similar of my current group wants to continue playing Knights after we're finished with the current one.
Are you planning on any specific knightly archetype you want to emulate, or are you going fully CONQUISTADORS IN SPACE MECHA with it?
So, a small unit of mercenary Knights then? Well, alright. Some tips for that.
1. Imperial Knights are nobility, they have certain rank and privileges and it shouldn't be forgotten that they aren't just ordinary mecha-pilots. They are -literally- Knights in space whose horse and armour happens to be a 30 foot tall deathmachine.
2. If they're hired by a Rogue Trader, contract matters. You don't need to write up a full document, but hash out an outline atleast, so the players have an idea of what they are being paid to do and what their obligations are to their employer and what their employers obligations is to them. Since technically (if I understand Imperial peerage), they are the RT's peers.
3. Scale. Your players will be stomping around in super-heavy vehicles, whose mere presence can escalate a minor skirmish to apocalyptic battle. They will have enough firepower, armour and survivability that will make a Deathwatch PC look like a Grot in comparison. Keep this in mind when designing your encounters, because your players will fuck up just about anything short of a Titan.
4. Related to 3. Your players will be piloting 32 foot/10m tall warmachines who makes the ground shake with their footsteps and bisect tanks with a chainsword the size of a car. Their impact on their surroundings should reflect this, as should your adventure design.
5. Related to 1. Since your players are nobility, don't be afraid of throwing intrigue their way. It'll be a refreshing change from blowing shit up.
6. Their Retainers. At the very least, your players will have 20 or so Sacristans to maintain and repair their Knight Armours/Engines, but what is a Knight without other followers? Letting them have minstrels, priests, Men-At-Arms, personal cooks and other such useless people will go a long way to add flavour and emphasize the fact that they are of noble birth. To give an example one of my players has a list of retainers with about 350-400 people in it.
"Local hive gang finds lost knight house, ADVENTURE ensues."
7. Knights are awesome. And I mean that in the way that they are awe inspiring warmachines and it should be reflected in your game.
8. Heroism and Chivalry. I am a HUGE sucker for the Knight in shining armour archetype and even if you're going for a more villanous (or well, real world Knights) approach I would still strongly suggest you emphasize the importance of Knightly Virtues and Heroic deeds in the mindset of an Imperial Knight. Afterall, the Rite of Becoming is said to not only reinforce and enhance already dominant character traits in a Knight Scion, it also instills the importance of Honour, Fealty and Tradition.
9. If your players don't use the phrase "What, like a peasant?" atleast once, you and/or they are doing it wrong.
10. And as a final word just to emphasize again. Go big, or go home. Smashing a mob of Ork boys is fun and games, but are an unworthy challenge for a Knight of the Imperium and far more a task suited for peasants (such as Inquisitorial Acolytes and Guardsmen). Send them up against Tyranid bio-titans and make describe the fight as a Knight of old facing down a firebreathing dragon, have them gut Ork Stompas and tear them down as the blasphemous effigies they are and let them fight Traitor Knights (and possibly even Titans) and smash their ruin across the battlefield. Like I said, go big or go home.
I like the way you think, Anon.
>For enemies, how would assassianting Hive Tyrants by deepstrike along with a Carnifex pack
Well, for convencies sake I'll assume you're using my homebrew rules Chivalry Intensifies and the DW stats.
In short, if orbit is clear enough for the drop to occur (which is always a problem with Tyranids) any Hive Tyrant would be utterly FUCKED if faced with multiple Knights. In fact, I'd go so far to say that with a good roll a single Imperial Knight could oneshot a DW Hive Tyrant with a Reaper Chainsword. In short, it would be very, very messy and very, very onesided in favour for the Knights. Carnifex packs would be a problem, but it depends entirely on how many of them there are, because like the Hive Tyrant, when you start throwing D weapons at them that ignore pretty much all their soak, you can expect them to start dropping like flies. The bigger problem would be dealing with the fact that they're in the middle of a Tyranid horde and the fact that Carnifexi are counted among the smaller sort of Tyranid there.
>or taking on a Chaos Warhound go?
Depending on how many Knights you use and how you stat the Warhound (the Warhound in Deathwatch for instance is woefully underpowered compared to later super-heavies in Only War) it'll be a proper challenge. Especially if you play it up as a clever enemy that stays at range, uses its equal (or possibly greater mobility) and it's absurd firepower, it's going to be an enormous headache.