/tg/, fluff me out a compelling narrative reason for a war between Eldar and Tau.
Not just a small skirmish either.
>>54217496
Commander Farsight decides to go raid a craftworld for phat loot because the local eldars have been poking into his sector of space a bit too much for his liking.
The eldars and completely at fault and they in turn only wanted to get more territory
1: Tau try to bring an Exodite world into the greater good. A Craftworld/Kabal/Harlequin Troupe decide they aren't gonna stand for that patronizing shit and go to fuck them up. Perhaps after the Tau's attempts lead to conflict, or after an Eldar psyker predicts dire consequences.
2: An Eldar Craftworld follows an aeons old flightpath into an area of space which is now under Tau control. Tau freak out at the near-unstoppable ship, Eldar freak out at the incredible array of weapons pointed at them wher there should have been empty space, shit kicks off.
3: Dark Eldar have been raiding Tau settlements and taking slaves. Tau, correctly or incorrectly, have come to the conclusion that [insert your Eldar here] are colluding with the Deldar and declare war.
4: A critical sector is both a defensive/logistic cornerstone for the Tau and a vital repository of Spirit Stones for the Eldar. Negotiations break down as it becomes clear that neither faction can afford to compromise over access.
Any one of this things could spiral into a full fledged military campaign/s. It's pretty easy to come up with reasons if you just treat the Tau and the Eldar as the fallible and ultimately selfish factions they should be.
>>54217496
Tau expansion sphere expands to maiden world, starts doing their thing, making dome huts and robots. Exodites fight robots with dinoknights, exodite faction defects to greater good because of some prophecy of doooooom that could be averted, traditional exoidtes start loosing and collect call craftworld X, insane clown posse shows up, dark elder and corsairs show up to be assholes and get booty, fighting attracts/unleashes some annnncient evil, the prophesied doom was the exodite defection because elder suck at prophecy and shoot themselves in the dick, entire planet dies in the war, many losses, tau still confused about warp travel puberty.
Cleaning out the fucking filth edition
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>Designer's Commentary (FAQ 0.1)
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First for fast growing black tax crop getting into modeling even though they can't manage a bloody rattler
>>54217235
Well obviously pakis are rich
So, since the anons in the last thread were a bunch of unhelpful chaos cultist, i'm reporting this. I read trough manual and FAQ several times but could not find much helpful.
>Ok, /tg/ a couple questions on deployment and transports:
>If you could point me toward a rule/FAQ reference in the answers it would be great
1) "Tactical reserve" rule for matched play: do unit embarked in transport deployed normally count as being "on the battlefield", allowing more reserve units?
1b) On a similar note, if a transport is allowed to be in reserve, do units embarked in it count as being in reserve as well for the rule?
2) Transports and deployment: when you deploy your units "one at a time", do you independently use a "turn" to deploy the transport and its passengers or you use one for the transport and one for each embarked unit?
3) Combat squads: I am not 100% sure on how to interpret the combat squad rule, does it take 1 or two "turns" to deploy 10 tacticals split into combat squads?
So what exactly do people have against the idea of bows in a modern/sci-fi setting?
https://www.youtube.com/watch?v=BE_2ZMDcOwU
>>54217191
because "muh gunz", it's hard to balance the damage values when mixing archaic and modern/futuristic weapons, and/or because we archeryfags can be annoying fucks sometimes.
>>54217191
Mostly because videogames, movies, and pop culture tend to portray bows as these instant kill death weapons you can silently and immediately slay anyone with, or portray them with rediculous strength effect that can pin people to walls.
While bows and guns DID coexist for a long long long time, putting them beside modern weapons is dumb
>>54217191
Draw time, low capacity, and much harder to conceal than most guns. Generally most modern/sci fi fighting takes place in close range to mid range, where pretty much any gun will beat a bow.
They do have advantages though. Id play up the fact that they are much easier to get than a suppressor, and even guns in general. Also having a bow is much more inconspicuous than any gun. Also arrows are not only reusable, but different arrow types can be switched out on the fly, Green Arrow style
How would modern Earth in 2017 react to a Chtorr invasion?
>>54217176
Either die or die horribly.
Not sure tbqh.
They would declare them an endangered species, and then we'd become their servants.
>>54217176
Still waiting for the next book in the series.
I'd love to see an Enterprise Fish mysteriously dissapear in the Pacific though...
Hey /tg/, a few months ago i posted about this system asking if anyone has ever played it. Since then, i got the chance to play it, and it's pretty good. The d6 system works well. Has anyone here seen this system before?
tell me about how it plays, or link a download or something
Is it a RPG for ants?!?
>>54216724
I'm mostly interested because they recently acquired the rights for Judge Dredd. Do you think it's a good fit for the future's toughest law man?
>choose to play a True Chaotic Character
>Truly, truly Chaotic
>start of the day, decide to roll my current alignment
>LN
>okay, now to roll to see how long I'll be that alignment
>next 100 years
who the fuck keeps drawing these?
There needs to be a sign somewhere that says chaos isn't random.
>>54218287
It is, though.
What are the most common sorts of Dungeons in your setting, /tg/? Ruins, tombs, or recently built building structures made to serve specific purposes? Are they subterranean or above ground? What are the reasons for the traps and monsters strewn about the place? Which ones promise the fame, fortune, or power to the adventurers that brave it?
>>54216466
Precursor ruins, built a couple thousand years ago by the civilization that terraformed the moons of a gas giant that the game takes place on. The people of these worlds don't know this, they just know that these ruins are extremely old and extremely advanced.
"Adventurer" isn't really an occupation in my campaign setting. The people who gear up to fight monsters and find treasure are explorers or archaeologists, and it's considered a scholarly pursuit dedicated to the gathering of ancient technology and understanding what the precursors built and why they built it. Those ruins have been unattended for 3,000+ years, so they could have become monster nests in that time, or their security measures (clockwork automatons and traps) could still be active.
There are still some old-school dungeons carved out of stone and full of traps and undead and made as tombs or treasure vaults, but the main focus is precursor ruins.
>>54216466
They are either monster lairs or large cave systems serving as the lairs of multiple monsters.
Tombs are relatively common too, but only in civilized lands.
buildings held together with magic and spit for the "We need a 3 floor mansion with 4 hedge mazes in the middle of a fucking swamp last week." episode
Alright men! Form up neat and ordely, on the double!
As some of you may know. Our ship, despite being a relatively 'new' ship, has become a disaster in the making! Pipes falling down, coolant spills in all the hangers. Hell! I've been hearing reports, that we might even have a colony of Ratlings living in the Ship's air vents! Absolutely DISGRACEFUL!
As such, I am ordering for a full cleansing of the Eagle's Fury, while we are in transit to our next destination! Any Guardsman room not found to be in an acceptable shape, will be lashed thirty-seven times, before being repeatedly kicked in the head, by Stu-Do the Ogryn!
So present brooms and cleaning supplies, for a Field Kit Inspection!
+this unit is not happy with your inferior appendages to clean this venerable ship+
>the magos crosses his arms in a disapproving mannerfirst post bitches
>>54216336
>Welcome to '''Field Kit Inspection!', home of the 'Unknown Regiment". Feel free to join in! Remember though, we tend to use spoilers for OOC chat, while greentexts for are used for describing a character's actions. D20s are for combat checks and d100s for other things you wish to roll, with higher being better.
>>54216336
>covered in oil, industrial lubricantno., coolant spills and ink, the techpriest considers his workbench in a robe that was once white
Well... shit.
Hey /tg/, the new antagonist of my campaign is going to be exactly what it says in the subject, the PCs are going to wander through it lost, trying to discover it's secrets and a way to get out.
What are some good spooky creepy encounters that can happen in it?
branches moving and touching the PCs backs as they walk, they look back and the trees look completely normal.
something like this: https://www.youtube.com/watch?v=njTmKCPEXwY
would be pretty cool
additionally hearing knocks of wood on the trees, having branches of trees falling on PCs heads, etc
Make the forest inhabited with Fey like dryads and pixies that interpret themselves as daughters of the forest. Make no mention of them at all for like the first couple sessions to lull the party into thinking they're utterly alone, then spring one of them on 'em, making it seem like a friend at first. But of course, Fey are totally amoral, so shit goes down.
you cant get spooked when you are in group
/thread
So i know Crimson Skies is a thing, and i know that Planes and Mercs was being worked on (but i cant find a finished product, let alone a pdf of half baked rules), but i have an itch to play in a game with fighter jets.
Currently talking with a shop owner i know for getting some minis for C21 Airwar. That said if anyone is running an online game i'd love to watch, and if possible join.
Does anyone have any recommendations or pdfs?
I mean, you could refluff Dive into the Sky if you really want to, but it's unfinished and it's doubtful that's what you're looking for.
If you go over to the Ace Combat General on /vg/ and lurk for a while, I seem to recall someone there set up some kind of homebrew that he runs through IRC. You might be able to find the channel there. No guarantees.
>>54216299
Air war or Check Your Six Jet Age are some of the more popular rules.
I recommend 1/600 aircraft from tumbling dice - they are cheap and make pretty much everything you'll need.
>>54217245
I will check this out. Thank you!
>>54217389
I ordered Check your Six jet age a few miniuts ago, cant find where some of the bigger ones are sold, not even on ebay. Thanks for the recommendations, and i will check into those minis. Cheers!
I know that there have been attempts like with GURPS, Burning Wheel, Dungeon World, etc. but compared to games like D&D where mages can do everything, they just kinda fade in the background and finding a game for one of them is like finding the last unicorn.
Even editions of D&D that attempted to fix the divide (such as the editions pre-3.PF and 4e) have faded in obscurity in comparison to editions where mages run roughshed over everything within the game.
I personally don't see a problem with it as mages were supposed to be for experienced players anyways while martials were easy mode classes that you'd eventually get bored of before moving on to the more interesting classes in the first place but I understand that there's a niche that likes these archtypes and wish for them to be better in comparison to mages.
So what I'm wondering is, is it even worth trying to balance mages with martials when it's clearly not what the average person wants?
>>54215794
>is it even worth trying to balance mages with martials when it's clearly not what the average person wants?
but it clearly is what the average person wants otherwise there wouldn't be so many threads about it. not everyone wants to roleplay as a spell-flinger
>>54215817
>/tg/ is indicative of the greater roleplaying community at large.
I know you put a lot of work into your bait, anon-kun, but WFRP 2e already solved this problem ages ago with thematic magic and a risk-reward system that encourages smart use of powerful magic.
Hell, if you must use DnD, the old school editions never had this problem at all, since almost any powerful spell could be interrupted (necessitating teamwork), and wizards had a slower XP progression. This resulted in martial who were capable generalists and important shieldwalls, with casters having much needed specialized and powerful magic.
tl;dr back to the Paizo forums, sweetie, the village misses its idiot.
"That escalated quickly" Edition
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first for GW authors are fucking retarded and write stupid primarchs
Second for the Fourth Legion
>>54215723
post yfw you begin to realize that when GW said they would focus on Imperium vs Chaos what they really meant was Space Marines vs Chaos Marines
I had this on my iPad last night and as of this morning Apple has fucked me and it's disappeared from both my PC and iBooks. Any links to an ePub? Thankyou in advance.
Fucking newfags, learn to lurk.
It's in the MEGA folder linked in the WFB general
OP is oldfag who is lazy and bad memory.
Cheerz Anon2.
Anyone have it as a pdf? The only link to it I can find here or anywhere is an incomplete one.
>>54215206
Check the pdf share thread. You'll find it there
How do you handle larger-scale war sequences, the sort where player party is just a small part of the battle yet will probably end up being pivotal to their side's victory?
Do you have some special rules or something for them?
>>54214822
Just base the war effort on the scale of the party success.
Did they come through with one or two minor wounds and huge ego boosts? ARmy did too. If they did prep-work beyond the war sequence, factor in how clever and thorough it was. Scale it to the relative force strengths involved - a city state vs an empire with the party giving and rolling 100% is still going to be a messy fight. The city state will be a ruin, even though they won.
>>54214822
I have a set of rules that let me move large groups of pieces individually but allows me to make a single attack roll for them and assign them a single defense stat/health bar. If you properly size the type of piece used in the groups result is a pretty cinematic clash of armies where players still have full freedom to play normally and can still make huge, meaningful plays.
>>54214822
If there are no rules for it in the system, then just narratively.