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/40krpg/ 40K Roleplay General: DH2 Edition

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Thread images: 24

For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Not the wargame. Not Chapter Master. Or Space Hulk.

Book Repositories (If you're planning to download any Rogue Trader materials, read the .txt file in the RT directory)
https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg
Shield of Humanity PDF
https://mega.nz/#!xlRWBaiI!MmOEkMse0wHVsyLDGbZJVGUXgVEuB9lWSyVl6ZhvgGM

40K RPG tools, a site that contains stats or references for almost all weapons, armor and NPCs/adversaries. Not updated past DH2 core.
http://www.40krpgtools.com/

40k RPG Combined Armory (v5.43.150418), containing every piece of gear in all five lines. Not updated with any DH2 content.
http://www.mediafire.com/folder/i3akv9qx9q05z

Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.6.0), /tg/ made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things.
http://www.mediafire.com/view/kpl4pvkdiidvg6n/Fear_and_Loathing.pdf
http://www.mediafire.com/download/2zfoc5jo7s7vrb5/The_Fringe_is_Yours.pdf

Old thread: >>47195364
>>
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Anyone played a regiment using these?
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Postin' 3.0 of that one anon's paratrooper homebrew because it got swallowed by the last thread's bump limit pretty fast.
>>
>>47240124
Man I didn't even know you could us mounts. That is pretty cool.
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>>47240206
Mounted regiments were added in Hammer of the Emperor.
>>
We ever going to get a second edition of Rogue Trader, Deathwatch, Black Crusade or Only War?
>>
>>47240387
Not likely in the near future. Though at least Black Crusade and Only War are mooooostly the same system as DH 2e.
>>
>>47240396
I just really want a rogue trader 2e.

I liked the character generation in DH 2e, and the advancement system, but I like rogue trader more as a game.
>>
>>47240387
Rogue Trader and Deathwatch maybe, but not in the forseeable future.
Mayhaps in a couple of years.
>>
>>47240124
I played a regiment of Pegasus (krieg warhorses with wings) riders with explosive lances and shotguns.

We jousted against flying ork war-buggies, copter and even a few flying killa cans and deff dreads.
>>
Ignore name of file, I think the system I've developed here could work for all warhammer RPG settings.
I've cobbled together a rough system that will allow GM's to easily create huge environments.
Might need some tweaking and clarifying later but I hope some anon likes it.
>>
>>47240572
I feel that's kinda applying a subsystem where it isn't need. But then again it's probably not for me.
>>
>>47240387
2nd Edition Only War?

2nd Edition Black Crusade?

What drugs are you smoking???

The only reason Dark Heresy got a 2E was to update to the OW/BC rulebook. Those two books already are 2E basically.
>>
>>47240387
I wanted to quickly apologize if >>47240858 sounded harsh or mean, wasn't aiming for that when I wrote it.

But OW and BC are not going to receive a 2E, probably Rogue Trader and Deathwatch in that order.
>>
>>47240899
Honestly I just want Rouge Trader 2e. I find it more enjoyable then the marines/imperial guard.

Just give it the DH 2e Chargen and advancements and I'll be happy.
>>
>>47240858
>>47240899
>>47240954
I'd rather see expansions for DH2 that allow for playing RT / DW type characters.

The system is done - they had the opportunity to radically alter it, and they threw the baby out with the bath water after DH2 beta. Now they just need to expand on it, rather than diluting what they have further.
>>
Rate this Regiment.

My players just finished making it today, and it seems pretty nice.

Please note that none of us have ever played OW, and that with the exeception of myself, know nothing of 40k.

Regiment Specifications:

Death World (Core Book)
Sanguine (Core Book)
Guerilla Warfare (Hammer of the Emperor)
Hardened Fighters (Core Book) (Replaces Knife with Sword)

Favoured Basic Weapon: Boltgun
Favoured Heavy Weapon: M41 Multilas

Standard Kit:

1 Lascarbine* (Main Weapon) w/four charge packs per PC, 2 Blind Grenades per PC, 2 Stun Grenades per PC, 2 Frag Grenades per PC, Best Stormtrooper Carapace, 1 Uniform, 1 Sword* per PC, 1 Flak Vest, 1 Rucksack/Sling Bag, 1 set of Basic Tools, 1 Blanket and Sleep Bag, 1 Rechargeable Lamp Pack, 1 Grooming Kit, 1 set Cognomen Tags/equivalent identification, 1 Primer or Instructional Handbook, Two Week's supply Combat Rations.

*Denotes Variant Pattern.

32 points spent on Best Quality Stormtrooper Carapace and Chrono.

Boltgun Variant:
+Rapid Ejection Clip
+Venerable Design
-Bulky

M41 Multilas Variant:
+Incredibly Lethal
+Rapid Ejection Clip
-Delicate

Lascarbine Variant:
+Incredibly Lethal
+Crippling Munitions
-Delicate

Sword Variant:
+Lightweight Material
+Envenomed
-Poor Grip

Their party consists of:
2 Heavy Gunners, 2 Medics, and a Weapons Specialist.
>>
>>47240954
Rogue Trader was an awesome setting for a game.
Between DH and Rogue Trader my group had every part of the 40k verse we wanted to play.

Both are great for coming up with reasons for short adventures, and work well for rotating GMs, particuarly RT (hint, have the people who take turns GM play roles that have a good reason to just stay on the ship and have lower fellowship).

That said, I still love my limited edition RT book, horrible typos and all.
>>
>>47241206
Death world guerilla fighters with bolters is a little...weird, and I'm not sure if that much armor is going to fuck with their stealth attempts or not, but otherwise it seems okay.
>>
>>47241606
I agree with this guy. Bolters for a guerilla regiment is a bit odd. Not necessarily bad, but odd
>>
Hey guys, I wanna run a dark heresy hame where the party are members of the ordo chronos .

Any ideas on how I could go about this? I'm thinking abouT having the party coming out during the great crusade maybe...but obviously I wouldn't let the players know that so you would have all religious zeal of M41 during the eve of the heresy.
>>
>>47242583
Time travel fuckery sounds like a good idea, but in my GMing/playing experience, it rarely is.
>>
Figured some of you guys could use this, wrote it up in my spare time a few years ago.
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>>47243255
there is a rpg about this... it's weird. And 99% of it's just trying to explain why having a game with time travel will cause things to get really hard to run and weird.
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>>47241206
>Favoured Basic Weapon: Boltgun
What kind of death world is it, and would a flamer suit better? (usually does in jungle dw's)
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Could Only War be refluffed as a Doom RPG instead?
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>>47243503
Name, link, smoke signal pattern?
>>
>>47242583
Firstly, decide if your Inquisitor is Amalthian, in which case you'll be protecting history against tempral trespass. If not, you'll likely be changing history.

Then keep them grounded in the 41st Millenium, sending them back in time for short trips. I would suggest some sort of Time-Gate, ancient, built by known Xenos (or super-advanced humans) in ages past. Something which permits short jumps, and is semi-reliable.

Then use that as basically your McGuffin which permits time travel.
>>
>>47243570
Kinda. It's more focused on teamwork though.
>>
>>47243574
iirc Continuum: Gaming in the Yet.

No idea about a link. Never bothered to keep track of it, because while it looked interesting, it also looked like something I would never want to actually play.
>>
What is the difference between DH 1st and 2nd editions?

Is 2e just streamlined for easier play?
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>>47243643
That's the beautiful thing about Doom, you could co-op it.
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>>47243657
There's actually quite a bit different between the two, the biggest change probably being character creation. It's a lot more open-ended than it was in DH1E.
>>
>>47243697
I guess, but the story was always more about the lone Doomguy, IIRC. Nooot that the story mattered massively back then, though. So yeah. With a couple tweaks you could pull it off, or just accept that you're a full squad of demon-hunters.
>>
>>47241606
>>47242535
>>47243555
Eh, I let my players make it. I had no hand in it.
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>>47243726
Also, if you just want to have a regiment focused around getting into structures and corridor-spaces cleaning them out room-by-room of heretics, mutants, and monsters, that's absolutely possible. Could even ensure they have shotguns.
>>
>>47241606
Remember that Best Quality halves weight, so it's about only 6 or 7 and a half kg, iirc.
>>
>>47243894
Still fairly bulky stuff even though it's not that terribly heavy, IIRC.
>>
>>47243913
True enough.

Right now only about one of my players knows some stuff about 40k, mostly from what the core rulebook says, the rest of them know a little, and one knows absolutely jack.

Basically they know nothing. It's going to be great.
>>
>Just ran a DH campaign based on that Dredd movie that came out a couple of years ago
>BBEG was a hive-gang drug lord who was polluting the system with a dangerous homebrew version of that drug that gives people psychic abilities
>Acolytes were tasked with overseeing a PDF raid on the hiveblock that housed the gang
>Said raid goes horribly wrong
>Basically had the combat orientated characters roaming the building. While the support orientated classes (our tech-priest and sage) found themselves chilling in the control room with a couple of the PDF troopers (who they later killed when the troopers wanted to open up the armoured door when the gangsters started executing prisoners outside the room)
>the Arbites player managed to drop the "I AM THE LAW" line as the party detonated charges on the buildings support beams, collapsing the whole hiveblock on the gang's head

So my question is, how much XP should I award the arbites for making the session that much more fun?
>>
>>47243478

Thanks, based anon.
>>
>>47244360
I dunno about that, but you should also watch The Raid: Redemption.
>>
>>47244360
award him a style point. Which I've totally stolen from a different system, in which it was introduced from a different system.

You do something awesome and fun, you get a style point. You can then spend that point at any point you want to try something that's creative, out there, and not exactly allowed by the rules.
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>>47243955
You have precious virgins. You know what you have to do
>>
>>47240572
Hmm, this doesn't look bad! Nice and simple, though the formatting of "Urban Services Offered" was a bit confusing for me.
I think it'd be most useful for Rogue Trader, in which case I'd probably tack on a "Random encounters" chart to compliment it, with things like carnivorous flora, half-mad castaway, and Kroot mercenary ambush on it.
>>
Have you ever been taken POW in Only War?

It just happened in one of our sessions with out doomed regiment and one of our PCs died playing russian roulette :(
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>>47245173
Well, at least it wasn't one of your players.
>>
Is there a monster manual for DH2 yet
>>
>>47245541
No, but it's easy as hell to convert NPCs from every other line.
>>
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Have your players ever done a death or glory charge?
>>
>>47246392
>That image
Say, how does Khorne view the use of shields anyways?
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>>47246468
Probably depends on the interpretation you go with.
>>
>>47246468
Same way he views armour.
Shields can be used for violence too, you don't need to just cower behind them like a bitch.
>>
>>47246506
>>47246523
How pissed would a daemon of Khorne be if stuffed into a shield compared to daemons of the other chaos gods?
>>
>>47246568
Probably would revel in being used to bash motherfuckers to death and FUCKING INVINCIBILITY. I mean, there was Bloodletter bound to an autocannon in the one of the Black Crusade books and it didn't seem terribly unpleased.
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>>47246568
Beyond pissed.
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>>47246603
An autocannon is a gun. A shield is, well, a shield.
>>
>>47246612
Using the rune shield as a guide, would a daemon shield provide additional AP to the areas it covers equal to the willpower of the daemon used?
>>
>>47246631
By RAW, no, but that seems utterly retarded so I'd rule that it adds to AP, and the same if you bound a daemon into armour.
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>>47246645
>Daemon power armor + daemon shield + daemon cybernetics
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>>47246661
>daemon cybernetics
Now that is beyond foolhardy
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>>47246936
Thanks Phaenonites.
>>
>>47246936
>Black Crusade
>>
>>47246936
At that point it's basically just being possessed.
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>>47247106
>Not stuffing a Lord of Change into Best quality brain implants and then getting it implanted
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>>47247115
>>
>>47247726
>Stuffing a Lord of Change into Poor quality brain implants and putting it in some slave.
>>
>>47242535
>I agree with this guy. Bolters for a guerilla regiment is a bit odd. Not necessarily bad, but odd

Terror weapons.
>>
>>47247941
No doubt they're brutally effective, it's just they're incredibly rare and temperamental weapons, so it's odd they're in the hands of guerilla fighters.
>>
>>47247941
How do you keep them supplied when they're doing their guerilla thing? Bolts aren't exactly the most common munition type in the galaxy.
>>
>>47248018

Don't waste the shots on the chaff.

If we start to pick apart the logistics and realities of 40K the whole illusion we've built for ourselves will come crashing down.
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>>47248043
Perhaps, but promethium, bullets, charge packs ... ? They're all way more common than bolter shells.
>>
>>47248064
They've also all got Best Quality Stormtrooper Carapace. Clearly the Munitorum thinks they're worth the effort of supplying.
>>
>>47248123
Sounds like they'd be better off as a heavy infantry regiment. They certainly aren't equipped for being anything but shock troops.
>>
>>47248123
>the Munitorum thinks
A fine jest!
>>
>>47246468
My character crushed a cultist skull with a shield once, so I guess they're pretty okay in Khorne's book
>>
>>47246936
>>47247106
That's how Iron Warriors are supposed to do possessed. They're pretty not into getting mutated beyond reason, so they hack off mutant limbs and replace them with cybernetics. Some of them go one step further and start binding daemons to cybernetic limbs and then fusing them to their bodies.
>>47247969
My take was always that bolters aren't necessarily insanely rare, just difficult to produce and a pain in the ass to maintain. It's a bit like the difference between say, an AK-47 and some fancy-ass hunting rifle made by a prestigious gun manufacturer. Sure, if you have the supplies you can give a regiment Bolters, but they're usually going to be able to do the job with much fewer head aches with their lasguns.
>>47241206

For the regiment in question, I'm guessing they're closer to a stormtrooper regiment than regular Guard. They have excellent equipment, training and gear, but are maybe limited in numbers. They probably specialize in putting a lot of heavy firepower in a place the enemy doesn't expect it, then quickly retreating before their opponent knows what's going on.
>>
>>47250808
Oh, so not maybe not as much a Green Berets-type guerrilla regiment as an Army Rangers-type Alpha Strike regiment?
>>
>>47250808
>My take was always that bolters aren't necessarily insanely rare, just difficult to produce and a pain in the ass to maintain
A bolter and two magazines for it costs more than an average middle-class Imperial citizen's monthly living expenses, so that's basically canon. It's just that between the ludicrous power and wealth of the Munitorium and the Adepta, economics of scale, and the Imperium being a feudal state with a semi-planned economy, the Guard can throw around bolters by the crate. Emperor help the FNG that receives a brand new bolter fresh from the crate and drops it on his foot and into a mud puddle, though.
>>
Ok guys

The AdMech ship transporting us came out of war transit and rammed into the ork Flagship ( battlehship )

Our prow is damaged. We have important xeno bodies and artefacts in our possession

We are at around 5k xp. The AdMech ship runs on skeleton crew is underhanded.

How do we kill the orks/survive this.

I play a psyker with some points in telekine( assail) and santctic daemonology

We have a SoB with a cool sniper rifle and two meddling tech priests that hardly do much damage by themselves.
>>
>>47251850
>The AdMech ship runs on skeleton crew is underhanded.
Step 1: Locate large source of people you dislike and won't miss.
Step 2: Hand them over to the Admechs.
Step 3: Enjoy new servitor crew.
>>
>>47251850
do orks survive in vacuum?

rally as much crew that you can to entrenched/fortified positions, set automated defenses to "fuck your shit", and vent the air in places where you dont need it
>>
>>47252173
>do orks survive in vacuum?
Better than humies do. They still die, but a lot more slowly than humans would.
>>
Anyone else have any hilarious typos they found in their rule books?

Favorite two I have are my RT core book having a +35 to all stats instead of the norm and my Tome of Fate giving a marine a toughness bonus of 80.
>>
Seem like I'm going to be a Rogue Trader, I'm mostly looking for RP ideas and whatever tips you all can give me.
>>
>>47252291
Playing or GMing?
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>>47252383
Playing, it's a mixed books party
>>
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>>47252291
>I'm mostly looking for RP ideas
Too much mercenary?
>>
Anyone hosting any games recently and need an extra newbie? I've run a few WHFRP campaigns but nothing 40k.
>>
>>47252772
A bit, I thinking about going tacky and tasteless highbrow fool but I'm not 100% sure about it
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>>47252401
Biggest thing is this: Unless your house is extremely poor by Rogue Trader standards, you have never lacked for money. You're used to getting what you want
>>
Between all the char gen options in all the books has anyone found any really great combinations?
>>
>>47253204
Elaborate
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>>47253135
>Unless your house is extremely poor by Rogue Trader standards,
"Extremely poor by Rogue Trader standards" is still "My personal (As in, only me and not my dynasty) net worth is measured in tens of millions of dollars" range. Rich by Rogue Trader standards is literally more money than anyone could ever spend even in several centuries.
>>
>>47253277
>could ever spend in several lifetimes
If buying things on a personal scale. The scale of things you could buy also goes up, though opertunities to do some become more rare.

You want to found a pilgrimage to settle a new planet by yourself, so that you can have it named after you?
Buy a small fleet, or a small planet? You can burn through money fast.
>>
>>47251961


All of the human crew is dead

Only servitors are left

We are in the middle of a WAAAGH

We just rammed the Waaagh leader's flagship

we have 50-60 tech priests and some 600 skitarii and some thousands of servitors

We already vented most of the prows and are organizing defenses over that.

How much time can orks survive in vacuum
>>
>>47244423
No problem. It's a pain in the ass to have to go between multiple books when creating a regiment.
>>
Stats for a Thunder Warrior?

My acolytes are going to see some shit.
>>
>>47254149
Also for Techmarines?

Please, I only own the DH rulesbooks, that's why I don't know :/

Thank you.
>>
>>47254149
>>47254204
Most of the PDFs are included in the repositories in the OP. While I highly doubt there's anything on the Thunder Warriors there, it may be worth checking.
>>
>>47240029
Hi, I do have a question.

How do you deal with injuries? You get damages on a member.
If there is damages (after reductions) you reduce the current Hp of the player.
Then if that Hp is negative you transforming those damages into critical on the saidbody parts.

Is that correct?
>>
>>47254626
correct. If you get another hit total the damage with the existing negative and again look at damage chart.

Though personally I find tracking crit damage seperately for each body part makes PCs a little tougher, means injury effects will show up more rather than strait to burning a fate point, and doesn't take much extra bookkeeping.
>>
>>47254268
There aren't Thunder Warriors, sadly.

Someone got any ideas to make them worthy (and almost fair) opponents?
>>
Why would they be fighting a Thunder Warrior? Aren't they pre-Crusade?
>>
>>47255465
I'll try to explain in a brief way.

Some Thunder Warriors canonally escaped from the "massacre" that killed almost all of them, they went rogue and the Emperor sent Space Marines to kill them all, but even after that some Thunder Warriors escaped, one tried to cure the genetical illness of decadence that afflicted the Thunder Warriors and usually succeeded, creating a Gene Seed of his own.

But, In my setting the players are going to explore a particular Space Hulk that is able to use the warp to travel through time itself, this particular Thunder Warrior was able to escape the persecution, but he crashed in the Space Hulk when pursued, due to the harsh situation the Thunder Warrior decided to enter stasis using an ancient version of the Sus-An Membrane and a special pod.
>>
Take a Space Marine stat line and use the Thunder-pattern armor stats from Deathwatch. Bada boom.
>>
>>47255833
You'd have to add 5 to S, T, and wounds.
>>
>>47255833
Thunder Warriors aren't in the same decree of power of normal Space Marine, they are always descripted to be worthy more than 3 Space marines.
>>
>>47255935
any particular reason why?
>>
How do you GMs usually handle Requisition? I'll be GM my first game ever some time soon and I have been going through how I want to do it. I was thinking of giving each player X amount of tests to get personal stuff for their characters and occasionally 2-5 Requisitions which they can use to get universal gear for the whole party (Drugs, survival suits, stummers, signal jammers, etc) when they embark on a mission. Or giving everyone dX Requisitions to use as they will.

And how often and how much help do you provide to your acolytes (giving them free food and other basic necessaries when they leave on a mission. clothing and fake IDs for example) and how liberal are you when allowing players to request Requisition?
>>
>>47255965
Then use stats for a fairly high-rank Space Marine, or a Grey Knight.
>>
>>47252291
Traditionally, you are a Conquistadore Fop, equal parts vain, gold-mad, and garish.
An interesting take is thinking about the fact that you probably don't "fit in" with the Imperium. You were born to insane wealth and privilege, you could have spent your whole life on a paradise planet eating chocolate and screwing attractive people and doing milk run jaunts in your fancy space ship just to show off to the locals.
Instead, you headed out into the unknown, into dangerous territory filled with creatures likely to try to rob you, maim you, and kill you as not.
Why? Why did you do it? Why did you choose danger over safety? Maybe it was ignorance, you thought the Fringe was going to be easy. Maybe it was zeal, you weren't a warrior but you thought you could lay the foundations of your own crusade. Maybe you want to know what life is like outside the Imperium, you have your doubts about the way things are run. Maybe you're just plain old curious, and rich and powerful enough to satisfy that curiosity. Answer that question, and you'll have the foundation of your character.
>>
>>47255980
Depends on how many players and how challenging you want the investigations to be. If you want them to be clever, err on the side of caution. My group does 1 Requisition per mission, or in game week, depending. If you aren't afraid of damaging gear so it has to be replaced, or having it stolen if say they're cover gets blown, then be a bit more liberal.

For my games, I go with the Influence bonus free Requisitions by the book, and I give them a mission dossier from their handler. It has a basic overview of the planet, notable figures, both public and revelant to the mission, and either a rare piece of specialist gear, or a few more common tools. Never weapons or armor, that is on them. They then put in requests for supplemental gear to await them on planet, or when they go down, and submit their cover story and prefer insertion. The dossier also gives incentive to check and see if that intel is still good, and to pay attention to what NPCS are saying so they can fact check.
>>
A question about Sororitas: do they have an equivalent to Terminator Armor or do they cap out at AS Power Armor?
>>
>>47257713
I don't think they have a terminator equivalent outside of some fan art somewhere.
>>
>>47252772
>>47253135
>>47256035

Well I have rough idea of the character sketched out.

Daughter of a House that can trace it founding back to the Age of Rebirth, while the family's name and legacy is well known the wealth is another story. After a great deal of sitting on the laurels and spending their fore bearers' earnings the family is on hard times. She takes up the act of Rogue Trading in order to etch out her own name and refill the family coffers
>>
Any good Random Assignment Gear stories?
>>
How would you stat out a taurox and taurox prime for DH2?
>>
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So for a fun "pet" npc I want to throw in a ghost corgi for a Rogue Trader campaign. Only the psykers and Navigator can actually perceive it.

Problem is where do I even begin in trying to stat this thing? Thoughts?
>>
I have apparently the ability to choose the shittiest damage dealers in games. (Ranger for Dnd, tactical marine for deathwatch.) Frankly, im tired of it. What's the most bullshit op build i can make with a dark eldar build that specializes in melee.
>>
>>47259300
You'll never improve if we give you the answers
>>
>>47259472
Nevermind. The soul reaver has all the answers i need.
>>
>>47259117
I'm going to absolutely spitball this, but..
Wounds: 8, Armor -, TB 3
WS 35, BS -, S 20, T 20, Ag 40, Int 25, Per 35, WP 35, Fel 40
Skills: Awareness, Charm +10, Survival
Traits: Bestial, Hoverer (6), Incorporeal, Natural Weapons, Quadruped, Size (2)
Weapons:
Bite (Melee, 1d10+3 R, Pen 0, Primitive 7)
>>
Why does everyone like this shitty system? Why not play a good system like Savage Worlds or Fate with the 40k setting?
>>
>>47259637
Going to go out on a limb and say that people have different likes, dislikes, and preferences.

What a surprise.
>>
>>47259637
>FATE
>Good
I mean, I gave it a go, tried the system, played a few games, but it's just not a good system. It's somehow too constricting and too freeform at once, with the "Everything, literally everything, is an Aspect that can be tagged or compelled by players or GMs". 40kRPG actually mostly works for what it wants to do.
I have never even touched Savage Worlds, so I have no real opinions on it.
>>
>>47259706
The thing that bothers me the most about Aspects is that, in the scheme of things, they don't often feel like they amount to all that much mechanically when tagged/compelled.
>>
>>47260375
That was frustrating as hell, yes. It didn't help that one of my players has literally the worst dice luck I've ever seen, which led to "I make a skill roll at 4, tag an Aspect for +2, this is going to be awesome...Aaand I rolled -3 on the dice. FUCK." His bad luck aggravated it, yes, but the system is swingy as fuck, without the bonus stacking madness of 40KRPG to make up for it.
>>
Rate full-auto capable Heavy-class weapons in Only War from best to worst and explain your reasoning.
>>
>>47260510
>Heavy Bolter
Pros: High fire rate, high damage with Tearing, classic weapon in general
Cons: Loud as fuck even by heavy weapon standards, no really exceptional traits.
>Multilaser
Pros: High damage, very high capacity, high fire rate
Cons: CS Goto, generally really hard to romanticize.
>Heavy Stubber
Pros: Cheap, high fire rate, decent capacity.
Cons: Shitty damage
>Ripper Gun
Pros: Decent damage, Scatter, cheap.
Cons: Shitty range, people will laugh at you for using an Ogryn gun.

On a purely mechanical level, the Multilaser is the best weapon in this group, but no one really likes multilasers. If you expand it to semi auto capable guns, the autocannon is the indisputable king, though.
>>
>>47260766
Yeah, hence why I limited it to full-auto weapons since an autocannon is one step lower than a vehicle weapon in terms of power.
>>
>>47240029
In chargen for RT, or the other games as well, if a background gives a character a talent but they don't meet the prereq do they still get it?

One of the players in our group chose False Man which gives Ambidextrous but they only have 25 Agility and not 30 which the talent requires.
>>
>>47261089
Yes.
>>
>>47261089
If something just flat says you get a talent, you get it, ignoring all prereqs. This has exceptions, naturally, but by and large it holds true for chargen, elite advances, and alternate ranks.
>>
>>47261089
Not sure about RT, but DH2 does allow it.
>>
>>47259508
Well that was surprisingly more specific than I ever expected. But I'll take it!
Thanks anon
>>
>>47252288

That is hilarious. Which page is the Tome of Fate typo on?
>>
I'm in our Only War game right now. 5 man Squad with no comrades and 5k xp spent. We just managed to fight an ENTIRE ARMY of traitor guard, taking out 200 Infantry, 4 Leman Russ's, and 8 Sentinels.


Psykers are OP is the point.
>>
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I find myself in charge of GMing a Deathwatch campaign. I've never played the syatem before but my group has played DH2e for a few sessions, and from what I've seen the rules aren't too different, so I'm not very worried about that. What I do want to know is if there's anything that I should keep in mind during play that I wouldn't during another game. For reference, the party consists of a Space Wolf assault marine, a Dark Angels apothecary, an Ultramarine tactical, a Blood Angels librarian, and a Lamenters devastator. The party is decently familiar with 40k lore except for the Dark Angel and the Blood Angel, but they're fast learners, so teaching them shouldn't take long.
>>
Question: Out of all the planets described in the Black Heresy 'Tome of...' supplements, which one is your most favorite world?

Secondary question: Which of the four realms of the Chaos Gods do you think was, in your opinion, the best-written?
>>
>>47261502
While you'd pay attention to the errata in some other systems, really pay attention to the one in Deathwatch.
>>
>>47254003
I believe orks can survive a very long time in vacuum. Indefinitely, since the wiki mentions finding savage orks on wreckage and asteroids with no atmosphere.
>>
>>47261536
I like the Hollows, but I've also got to say that Q'Sal is great fun with its "ruled by 3 insane committees of Sorcerors" angle.
>>
Ship question, where does the bulk of your space and power go normally?
>>
>>47261368
How'd you do it?
>>
>>47261733
Other essenital components.
If able, always buy at Good Craftmanship.
Saves a point of Power/Space, do it twice, that's another small supplementary component added.
Like the exceptionally useful Librarium or Medicae Deck.
>>
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Is the whole Solace "adventure path" for all of the systems any good? If not, does anyone know any good alternatives (using multiple 40k systems with a central story to bind them together)?
>>
>>47261733
>where does the bulk of your space and power go normally?
Essential components will usually take up around half your Space and Power, but that drops off slightly with larger ships. Weapons will eat around another quarter to a third of your Space, almost half on a raider. Whatever is left goes to Supplementary Components.
>>
>>47261536

The Hollows was the setting of my favorite Black Crusade campaign. The Dark Mechanicum magi possessing great and terrible technologies and no sense of right and wrong gave me a lot of adventure ideas. I interpreted the fact that the Forges are Unaligned to mean that they practiced a kind of laissez faire capitalism, corporate espionage shenanigans ensued.

My second favorite planet has go to be Mammon, where two countries both claiming to be following the Imperial Creed fight each other for all eternity.
>>
>>47261368
>200-man batallion not using mortars
>Tanks not obliterating you from a mile away
>>
>>47261368
Your GM sucks is the point
>>
>>47252288

The Black Crusade core book titled the Changer of Ways' stat block "Great Unclean One."
>>
>>47261981
Psyker invisibility already took them out, and we collapsed tunnels below them as our opening gambit before charging in.
>>
>>47262023
Oh yeah, the single-target "makes it harder for them to see me" ability with a very short range, requiring a difficult casting attempt every time which is pretty mediocre at the low Psy Rating you'd need to cast it at in order to reliably do it without incurrent Psychic Phenomena which would potentially give away your location...
>>
>>47262086

Oh no we were totally rolling Phenomena. Managed to not explode my own brain despite pushing my luck SUUUPER hard.
>>
>>47262105
Either your GM is incompetent, or you are lying.
>>
>>47262195
>Your enemy didn't have sensors
>Nobody noticed the quite loud sound of someone trying to sabotage a leman motherfucking russ
>No perimeter mines
>No tarantula turrets
>No traitor/heretic psykers detected the massive fucking warp signature of your invisibility power
>>
What's the ship on 1d4chan thats held together with ducktape and paper clips? I can't find it on the wiki.
>>
>>47261739

The army was marching on an airport and we were supposed to do something to take out their anti-air, so our guys could land.

Most of our squad set up explosives and got ready to blow the tunnels below where they were headed. The Psyker and Techpriest went invisible and went up to their tanks/walkers and the Psyker started puppeteering the Sentinels into attacking their own men. The sudden surprise of their Sentinels suddenly firing on their own ranks while they were marching provided the distraction for the Techpriest to start sabotaging shit. There were several extremely close calls due to Pushing powers literally every turn, though Favoured By The Warp prevented most of the fuckery. Then we blew the tunnels while most of the infantry were above it and cleaned up the rest with hallucinogen grenades, flamers, and the men breaking and running at that point because fuck that noise.
>>
>>47262349
So essentially, you didn't fight an entire army.

You snuck past some shitty security by pushing your powers and hoping for the best, before allowing someone who'd min-maxed his character to do the one thing he was capable of, using a shitty distraction to somehow buy him enough time to break a small fleet of some of the toughest tanks the Imperial Guard have...

Before somehow managing to blow all the tunnels they didn't seemingly didn't know of, or which were stupidly not guarded, and then finished off the rest with weapons which while potent, wouldn't have been nearly enough to take out an entire army without taking significant casualties?

Yeah, your GM's a fucking moron.
>>
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>>47257910
Not bad.
I ran a Rogue Trader with a similar motive. He was basically an idiot and getting on in years, and had spent most of his time doing milk runs and siring off bastards. Eventually, one of his kids (another pc) showed up and joined his crew, and her presence basically inspired him to try and shape up and become someone with a legacy worthy of inheriting.

>>47259637
In all honesty? It's one of the first systems I started with. D100 is fairly intuitive for new players. It's already 40k flavored and has good fluff. The books look nice.
I know the system is TERRIBLE, but I've filed it down enough that me and the crew can make it work, whereas I've never played Fate or Savage Worlds and can't get my shit together to do my own conversions.
>>
>>47262499
Well by the time the dust had cleared from blowing the tunnels there were only a bit more than a dozen left that hadn't already broken and run between the Sentinels multilasering into their tightly packed formation, the tunnels being blown, and the general chaos and friendly fire. Plus a retardedly tanky (14 soak) Ogryn acting as cover against basic lasguns for our last 2 squad members with the hallucinogen grenades and flamer.
>>
So, is the Red Dot Laser Sight in your games more of a red dot sight or more of a laser sight?
>>
>>47263985
I generally see it as the former given that it counts against the "only one sight" rule just like, say, a sniper scope.
>>
Can male Dark Eldar become Succubi?
Can females become Incubi?

Can a female wych become an Incubi?
>>
>>47264706
Yes, yes, and I don't think so but maybe.
>>
>>47261720
Also, all that lovely, lovely soul-tech?
>>
Should I take toughness as a dark eldar or just focus on strength for a melee build?
>>
Hey im about to start a black crusade game and im struggling to think up a character, party's myself, a khornate berserker and a heratech. since i cant think up anything fun i was thinking of playing an apostate and just being tyler durden. Any thoughts on how to make that character? i should add im pretty new to the system
>>
>>47259706
>>47260375
>>47260481
I'd argue that FATE isn't a bad system, it's just bad for what 40k rpgs want to do.
One of the biggest weaknesses of FATE or any of it's variences, is in tactical combat, which is why most FATE systems are either light on combat, or fairly stylized. 40k is played to have fairly tactical combat games.

Where FATE gets good is in personal intereactions, building up relationships and complexities of locals and settings. and most 40k rpgs move too much to make good use of that.

As for aspects and ammounting to things. If you allow aspects to stack they can get to crazy levels, especially when you consider unlikely dice roles how much the dice system moves towards middle results.

I'd only try FATE for 40k if I was doing a HEAVY investigation focused DH game. Or a full pulp action RT. Nothing else really fits.
>>
I want to pimp my Acolyte (Imperial Navy Crusader) with as many discrete bionic implants as possible, so rather than go full metalman/augmenticist, I want to keep my upgrades hidden. So far I have Black Bone from BC, Interkeratic Implants from RT and thinking about both Synthmuscle and Subskin Armour. Do you have any other good tips? Some adrenal glands would be nice too.
>>
For my DH campaign I need stats for bio-engineerd superhumans some Logicians are putting together. Where should I look? I might also need Dinosaurs.....
>>
Same anon as this guy>>47243478
I'm currently compiling a similar list for DH 1e Alternate Career ranks. Should be done in about 1/2 hour. If it's too big to post directly here, how should I make it available?
>>
>>47267057
Creatures Anathema.
Find something that's closeish to what you want. Then adjust from there.
>>
My group just created our first regiment /tg/. It's not entirely fleshed out yet but all the basic info is there. Can I get some thoughts?

>Characteristic Modifier
+3 to any two of the following characteristics: Fellowship, Toughness, Willpower; +3 Agility, -3 Fellowship
>Starting Aptitudes
>Starting Skills
Common Lore (Ecclesiarchy, Imperial Creed), Intimidate, Linguistics (Low Gothic), Operate (Aeronautica)
>Starting Talents
Nerves of Steel, Orthoproxy, or Unshakeable Faith; Die Hard, Catfall
>"The Blood of Martyrs"
The penitent do not regard death in the Emperor's service as anything to fear, and face the prospect of righteous sacrifice gladly. Penitent characters start with one of the following talents: Nerves of Steel, Orthoproxy, or Unshakeable Faith
>"Only One Life to Give"
So driven to martyrdom are the penitent, that it can drive them to take unnecessary risks, lamenting that they can only sacrifice themselves once. Penitent characters must pass an Ordinary (+10) Willpower Test to retreat from combat or otherwise act in the interests of self-preservation.
>"Untempered Zeal"
The pious spirit of the penitent is almost unmatched in its ferocity, and while their faith is closer to the violent ardor of the fanatic than the divine clarity of the Adepta Soroitas, it is nonetheless inspiring to behold. Penitent characters may reroll any failed Charm Test to inspire religious fervor or religious hatred in others.
>Wounds
+2
>>
>>47267460
>Starting Regimental Kit
1 las carbine and 4 charge packs, 1 suit of IG flak armor, 1 respirator, 1 grav-chute, 2 frag grenades, 2 smoke grenades, 1 suit of synskin, 1 set of preysense goggles, 1 uniform, 1 set of poor quality weather gear, 1 knife, 1 ruck sack or sling bag, 1 set of basic tools, 1 mess kit, 1 canteen, 1 blanket, 1 sleeping bag, 1 rechargable lamp pack, 1 grooming kit, 1 set of cognomen tags, 1 copy Imperial Infrantryman's Uplifting Primer, 2 weeks' supply of combat rations, 1 advanced medical kit (PER SQUAD), 1 chrono, 1 clip/drop harness, 1 stummer, 1 recaff
>Special
Members of this regiment get a +10 bonus to all Logistic Tests made to acquire chameleoline cloaks or armor, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolition charges, grav-chutes, multi-keys, multicompasses, stummers, static generators, and any other such equipment meant for stealth or infiltration. The bonus also applies to needle rifles, needle pistols, sniper rifles, and the Silencer and Tox Dispenser upgrades.
>Favored Weapons
Las carbine (basic), missile launcher (heavy)


Where is the regiment from?: Shrine world Umbra (pronounced "Oombra") sponsors the regiment, and it is based from there, but the members are from a variety of worlds and backgrounds who came to Umbra to train and become a new cohesive regiment.

Why was the regiment raised?:

What does the regiment believe?: The regiment operates like the French Foreign Legion, allowing people who have committed moral or spiritual sins to come and put aside their past and assume new identities, earning redemption through hazardous duty for the Emperor.

What is the regiment's name?: 88th Umbran Redemption

Who is the regiment's commander?: Tiberius Zahn
>>
>>47267474
Why did you take the las carbine as your favored weapon?
>>
>>47267619
That's the starting weapon for the regiment so we figured it makes sense. You should get bonuses to getting the default weapon for your regiment, right?
>>
>>47267642
You get it automatically already, spend that favored weapon on something with higher rarity.
>>
>>47267721
So the "Favorite Weapon" of the regiment represents their favorite non-standard weapon?
>>
>>47264706
Yes, yes, and probably no.
Incubi used to explicitly have female models. It's just a name, anyone can wear the model.
Likewise, Succubi are just hardcore Wyches, and there are male Wyches they're just generally in the minority.
I believe being an Incubi is a big fighting style/philosophy thing that is at odds with the Wyches, so no a Wych couldn't become one usually.
>>
>>47266842
save up for best quality of course, because even most of those are supposed to be fairly obvious at average, but well conceeled at best.

How radical are you willing to go? because after what you got, you're likely looking into more radical options.
>>
>>47267794
Yup. That's what the weapon specialists can always choose to start with.
>>
>>47267937
Ohhhhh. Okay, I see that now. I'm glad you brought that up. I'll let the group know to pick something else. I'm thinking a las weapon of some kind because being paratroops they really need the reliability and free ammo. Maybe a long las?
>>
>>47252772

>I do thejob... I get paid.

It's always funny when images when quotes in self-important fonts fuck up.
>>
>>47266396

Take Inspire Wrath at character creation. Have your Peer talent be with the Underworld or Underclass or something to that nature.

Take Street Fighting if you want to be true to Fight Club's bare knuckle boxing, or just have him use a Power Fist if you want to actually deal damage.
>>
How tacti-cool can you get OW low-tech melee and ranged weapons through a combination of all of the weapon upgrades, weapon customizations, and variant pattern rules in Hammer of the Emperor?

Especially for things like the blow dart and grox whip.
>>
>>47269538
>Blow dart
Blowgun
>>
Ok. The Alternate Career Ranks PDF is done, but it's too big to post on here. How do I get it out to you guys?
>>
>>47269694
Same guy. I also have a similar compilation of the Screaming Vortex worlds in the BC splatbooks. Same Question.
>>
>>47267873
Maglyrsian (sp?) Gene-sculpting and Transgenic Blasphemies were in my sights as well, but the character* is unorthodox, but still basically Puritan**

*cross between Dominic Cooper´s portrayal of Ian Flemming and Beast Krulle from The Beast Arises

**those were not Istvaanist tendencies, but genuine accidents!
>>
>>47266703
>If you allow aspects to stack they can get to crazy levels, especially when you consider unlikely dice roles how much the dice system moves towards middle results.

Oftentimes though you just can't stack enough applicable aspects to meaningfully outweigh the random element of the Fudge dice, in my experience.
>>
>>47268327
Long-las could work. Also, I do believe starting regimental Characteristic bonuses are locked in, unlike skill options or talent options.
>>
>>47269538
Crossbows and bows can probably be made to be at least as tacticool as some modern examples of those weapons.
>>
>>47270456
you've had an odd experiance or bad dice, especially compared to the DH system.

Also, most systems let you use tags/invokes to get a reroll. Infact that system is why most recommend house ruling to limit stacking.
>>
>>47261549
Why's that?
>>
>>47271938
The pre-errata stats for bolt weapons make pretty much every other type of weapon obsolete. The heavy bolter in particular is just rape incarnate, with a semi decent BS a devastator will be wiping out all but the toughest enemies or biggest hordes in just a round or two.
>>
Compiling anon. Put together a Mega folder so as to share the stuff:

https://mega.nz/#fm/ytwzUZ5D
>>
>>47271927
>you've had an odd experiance or bad dice, especially compared to the DH system.

Well with the 40KRP system and bonus stacking it's honestly a fair bit easier to get a modifier that has a heavy influence on the random element. Even with re-rolls I still felt like FATE was too swingy and too hard to nudge out of swingyness.
>>
>>47272570
>heavy influence on the random elements
yes and no.
See, +10 in 40kRPG is always a ten percent increase in chance of success.

Going from needing +4 to needing +2 in fate is smaller effect than going from needing +2 to needing 0.

Also, you apply aspect bonuses AFTER the roll. It's a choice. the aspect system reduces swingyness by a lot, and the base system is a more normalized effect than the DH system. Though admittedly that second statement depends a lot on difficulty of individual rolls.
>>
>>47272710
>Also, you apply aspect bonuses AFTER the roll.

I know. It still never really seemed to amount to all that much except for the least difficult of rolls, and the system just always stayed really swingy.
>>
>>47272710
>See, +10 in 40kRPG is always a ten percent increase in chance of success.

Right, but you can pile on those ten percents pretty quickly if you know what you are doing. +10 for firing a single shot. +10 for firing at short range. +10 for your red dot sight. +10 for taking a half action Aim before shooting. +10 because you're firing down at the target from an elevated position. This is where the heavy impact on the random element comes from.
>>
can love bloom between a rogue trader and an eldar?

on a scale of 0 to 10, how much heresy is it
>>
>>47267873
Isn't good quality supposed to be the concealed tier , while best quality is pimped to the max ?
I remember reading something along those lines in one of the books, but I can't find it again presently.
>>
>>47272857
eleventy billion
>>
>>47272857
>can love bloom between a rogue trader and an eldar?
Only if the eldar has some kind of bestiality fetish.

>on a scale of 0 to 10, how much heresy is it
11.
>>
>>47272745
>least difficult of rolls.
what difficulty are you putting on the rolls? This could be the cause of your problems.

>>47272795
aiming would be a 'free' tag in most systems, which at worst is still well above a ten perecent increase in the chance of success. Elevated position could also be considered a free aspect, again more than percent and when combined over the 50% total from all the bonuses. And that's not including the possibility of a reroll.
The rest of those should be included in the base difficulty of the shot.

It sounds like you were either running FATE wrong, or using the wrong subsystem for the game you meant to represent.
>>
>>47272965
It was my understanding that mechanics going into that level of detail (whether you were aiming, details of an area beyond a simple description that may or may not be invoked) were generally more crunchy than what FATE was really meant for. Has FATE become more mechanical than it used to be? The last game I played in it was the original Spirit of the Century.
>>
>>47261502
Is Final Sanction a good jumping-off point? I know that it's an official starting mission, but I'm kind of leery of those from when I played 4th edition D&D.
>>
>>47272965
>The rest of those should be included in the base difficulty of the shot.

Technically, they are.
>>
>>47272857
The scale would be the same than between a Rogue Trader and an Ork if he was a mammal.
So severe Stockholm syndrome, perversion or brain damage needed for the eldar.
You Mon'keigh fucker.
>>
>>47273086
well, let's put that example into the FATE subsystem I know best with is the Dresden Files RPG. a system not without faults, but they won't show up here.

Now getting into an elevated possition would be what would called a 'sticky manuever' targetting the scene. Basically, it gives the scene an aspect that can be free tagged one, but sticks around after to be something you spend fate points to tag. If it's not something they spent an action or roll on, then that aspect could still be there, but no free tag.

Aiming would be another manuever, this time targetting the enemy, and not sticky. Use it once for no fate points, but then it's gone.

Now after that, range is more abstract, but basically short means no penalties, reddot sight isn't included normally as guns are again more abstract (most legal rifles for example woul have identical stats, pistols would also be identical but with a different range than the rifle). If you'd spent resources on it though, the gun could have an aspect as well, or the character could if having a really good equipment is part of their character.

So that's 2 aspects, possibly more, at least 1 being free. No penalties. Without any character aspects.

Assuming a compitent shooter, and an average target, that's going to be basically a 0 target number. Both sides will roll fudge dice, but while this expands the total probablity range, more dice mean the resault is more normalized. The likelyhood of getting worse than -4 as a result is actually really low. and if you do, then you spend a tag on a reroll.
>>
>>47273342
Does anybody ever set difficulties less than 0, though?
>>
>>47273466
I said effectly 0. What it actually would be is the shooter is Guns+fudge, while the defender is atheletics+fudge (though skipping the defenders fudge is common if you want to speed things up). If the total is equal it counts as a hit, every +1 over is a shift that increases the damage.
I was assuming guns and athletics were equal. Skilled shoter or slower target this could be less.

Most basic unopposed checks are target number 0, but if you have any points in the skill the effective target number is less then 0. Target numbers above 0 represent things harder than normal, what would be minuses to the check in 40krpg.
>>
>>47272857
>can love bloom between a rogue trader and an eldar?
Sure, just set up a plausible scenario.

>on a scale of 0 to 10, how much heresy is it
5-7. It's going to piss people off, but if it's done right it's doable.
>>
>>47272857
Heresy: 20
Can it bloom?
Humans are supposed to find Eldar eerily beautiful, but I always think of it as a kind of weird and androgynous way. . Like falling in love with an exotic bird that doesn't think very much of you.
>>
>>47273917
>falling in love with en exotic bird
not out of character for my last group's RT.
>>
>>47269694
>>47269724
I'd advise uploading it somewhere like DropBox or Mediafire and linking it to us.
>>
>>47272857
Xenophilia is Heresy, but Rogue Traders have done much worse, so probably about a 4.

If he actually starts working against the Imperium out of love however, that's a straight up 10.
>>
>>47274014
I put it on Mega, that ok?
>>
>>47274142
Mega works too. Just make sure the link is decrypted.
>>
>>47274218
Not sure how to do that. Does this look right?

https://mega.nz/#fm/ytwzUZ5D
>>
>>47272857
>on a scale of 0 to 10, how much heresy is it
Depends, how long are the ears?
>>
>>47274285
Link doesn't work.
>>
>>47274310
Shit, it works for me. Any idea how to go about fixing that?
>>
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Making a explorator and I found out that Agility is fucking expensive and it's required for Trade(Armourer), /40krpg/ how would you suggest to help me with this dilemma?
I put my 2nd~3rd best stat in it and I don't know what to do.
>>
>>47274310
>>47274335
How about this?

https://mega.nz/#F!XgRDEDAJ!Np6F-HqCwdYzHXmeSs7m7w
>>
>>47274363
That's better.
>>
>>47274360
Save up the xps, nigga.
>>
>>47274377
Ok. I spent an inordinately large amount of time on those to find that I couldn't share them directly
>>
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>>47274381
If this is genuine advice, thank you anon.
I'll try my best and hopefully I can satisfy my other dashing rogues.
>>
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Finally managed to get myself a castellax automata. What's the best way to equip it?

It's a RT, Astropath, Voidmaster, me (explorator). Nobody really had weapons heavier than plasma guns until this point, and the Psyker has gone full anti-daemon with soul ward specialization. So hopefully I can make it fill a niche.
>>
>>47274360
use things that buff the skill rather than focusing on the base state. You don't want to be agile, you want to me good at making guns. And Skills are always easier to improve than stats.

IDK what you ability to level up the skill itself, and/or take talented is, because that shit is super inconistent in RT, but bug the GM to let you buy it if you have to. Then through on bonuses from equipment.
Then use other rolls to give you bonuses to the trade roll.

Not all of this is spelled out in the rules, but limiting yourself to strict interpreations of what skills can do is the folly of small minds.
>>
>>47274497
Only slightly facetious; I don't think there's much else you can do to get a better Agility cost track, so you'll probably just have to bite the bullet and save to meet the higher costs.
>>
>>47274533
a melta gun, to it's face. Thing is tech-heresy.

Or if you feel like going heresy, the biggest badest piece of xen... I mean archeo tech cannon you can find.
>>
>>47274612

I'm pretty sure it can survive a meltagun to the face. But it does have access to a darkfire cannon, which the description says is archeotech/xenotech, so I'll try to get one of those.
>>
>>47274533
I think a good question is what is a weak spot that YOU need this automaton to fill in.

Darkfire is something to seek towards, Multimeltas are rather short-ranged but reliable. Meanwhile, Darkfire Cannons are integrated and have a chance at outdoing meltas in the pen department, though not without risk.

Speaking as a Techboy with a pet Thanatar, I found that while I had decent weapons coverage with a Power sword, Bolter, and Volkite Serpenta, I never really excelled in any field. So I took a Thanatar, gave it a Lascannon to serve as my anti-tank platform, and let it be at that. I can continue being smart and let the robot do all the mass-murder.
>>
>>47274724

Well, since most of us use plasma guns, plasma pistols, or psychic powers, and we're all squishy, I bought it for heavy weaponry and to tank hits. I'll keep the Darkfire in mind then, since the gun is rarer than the robot. I'll start off picking up a multi-melta then.
>>
>>47270479
>I do believe starting regimental Characteristic bonuses are locked in, unlike skill options or talent options.
What do you mean?
>>
>>47270479
Well, that actually isn't entirely true given how the regimental statblock for the ogryn regiment in Shield of Humanity is.

>>47275233
There are a lot of OR clauses in regimental creation.
>>
In rogue trader, can Xeno PCs have Ship Roles?
>>
>>47275536
Huh, so you're right. Different from the way it's been previously.
>>
>>47275901
Really though, it doesn't change much and can help with some PCs get that extra +3 to whatever characteristic is important to them.
>>
>>47275794
Don't see why not.
>>
>>47275794
Sure.
Even if you don't want them registered on paper, they can still run things from behind the scenes.

Like an Ork who just so happens to be teaching the Bosuns how to keep everyone in line with fear and appropriate applications of violence.
>>
>>47251699

A modern, civilian firearm costs more than my real life monthly living expenses. I'm pretty frugal though.
>>
>>47277014
Guns are pretty expensive, yeah.
>>
>>47261536
Furia, from the Tome of Blood. I love the "Waterworld, if Waterworld wanted to eat you" feel of it. Definitely sending my PCs there at some point.
>>
>>47257910 again with a Ship Roles question.

Filling out on roles right now and I have plans roughly shaped liked this

>Lifting up some of the deckhands from lower decks plus servants of my house
I call this the common man group. Void-Masters, Arch-Militants, and other people not connected to the Church or Machine Cult

>Bring the Light of Man into the darkest reaches of space
Bolter Bitches, Missionaries, and other men and women of the church. Kind of don't want a lot of these types around because when they fly off the handle a trade deal turns into a shoot out

>Orks, Eldar, Dark Eldar, and maybe a Necron (the GM seems to have given his ok for them
My Trader's ideals says "KEEP THESE BLASTED XENOS OFF MY SHIP" but my Trader's mind says an Eldar have a great deal of knowledge to tap into on her quest for relics and dosh

The Machine Cult will be getting favored over the other 3 because they have tech I want, my ship is a relic that makes their robes slick with oil, and being really friendly with them should finally make my research a good easier
>>
>>47277780
I don't really get what you're saying.

However I would always take Missionaries. Their entire job to be understanding of what their Rogue Trades does, and try to keep him on the path of righteousness with a word rather than a flamer.
They're 100% vital for watching for, and warding off the taint of Chaos.

I would never advise working with Dark Eldar, and even less Necrons. The former because they're fucking freaks, and the latter because the Inquisition will burn your fucking House to the ground.
Also there's a snowball's chance in hell of the Eldar giving you dick unless one of their prophecies tells them they have to, in which case they'll be super pissed and reluctant about it.

Machine Cult? Those guys are vital.
Choose a more lenient faction of the cult and fill your ship with them.
Hopefully ones who'll study Xenos tech, but only for the purposes of better destroying it.
>>
>>47277918
Sorry. Just trying to think out how do I fill out ship roles. Each one of the choices is kind of who would be the largest set of people with power. So out of those 3 who would have the most and biggest ship roles.

Like I choose my First Mate out of the Common Man group, my most loyal servant.
>>
>>47277964
Choose specific people for specific roles.
Their assistants are already determined, you're just determining who heads what section.
Choose them based on capacity and personality.
Not on what organisations they represent.

e.g.
A Missionary as Bursar is going to be very different from a Seneschal as Bursar.
>>
>>47278006
You're right, I'm being too paranoid, there is time for that later.
>>
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So I've made a table to generate NPCs for 40k games. It's got a gothic, Dickensian flavour, and is designed for court magistrates, mid-hive workers, and other officials firmly nestled in the bosom of society.

Thoughts?
>>
>>47274363
Whoever made the regiment creation PDF might want to read the errata considering that Champion isn't a talent that exists.
>>
Ratling heavy recon regiment or ratling rapid recon regiment?
>>
>>47278893
>Ratling
no
>>
>>47278914
Yes
>>
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>>47278998
Maybe.
>>
>>47279908
I don't know.
>>
>>47251699
Bolters can't be that rare. The heavy bolter is, after all, a standard issue heavy weapon attached to armored transports, crew served weapons and tanks.

Weirdly the heavy bolter is, by cannon, quite a bit more common then the boltgun.
>>
>>47280012
>>47279908
>>47278998
Definitely not.
>>
>>47280372
I would assume it's because the same reason why a 50 cal machine gun is more common on humvees and tanks than it is in an infantry form.
>>
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Working on a Only War game for my friends..

As a house rule, would it be wrong to make every regiment that gets Las or Solid Projectile instead Las and Solid Projectile? That implies slightly more versatile training, but means that you don't run into crazy things like Candian's getting a sidearm they aren't trained to operate and given you can only use one gun at a time it adds versatility to the group without adding any firepower.
>>
>>47280410
Go ahead? There is such a thing as dual-wielding up to Basic class weapons with recoil gloves and getting other guns.
>>
>>47280426

Also, should ogryn have primitive weapons to start? Do you need Primitive to use a ripper gun as a warhammer without penalty?
>>
>>47280518
Low-Tech. You need Low-Tech Weapon Training to use a Ripper Gun as a Warhammer.
>>
>>47280410
We're playing Necromundan underhive gangers in our campaign, and the GM gave us all SP in addition to Las, and it's fine. It's just a small edge, and since everybody has it it doesn't get unfair.

It also lets him enjoy a bit of gun porn, since he's a military buff and /k/omrade, so there's that.
>>
>>47280569
This. For some reason Ogryns don't start with it; I always houserule that shit in.
>>
Anybody here ever use the mining colony homeworld option for regiments in OW? Would you rule that being in a hive counts for the bonus gained from Tunnel Rat?
>>
>>47280920
I'd allow it for the underhives but not the upper sections and spires.
>>
>>47278159
Saved.
Personally, I think the last names are a little *too* Dickensian, maybe mix in a few more Pseudo-Latinate last names as well, but I love it in any case. Will deff use for my next game.
>>
Hi guys,
my group (1e) has some high level characters (will soon reach Ascension), all of them have been played quite a long time. We are thinking of mixing in 2e characters as replacements in case of casualties.
Are there any experiences of comparing power levels between 1e vs 2e? At first glance, it looks as if 2e is MUCH more expensive in xp. Can some1 think up house rules to compensate for this (if it is like I saw it at all)?
>>
as a boss fight for my acolytes, i plan on setting them up against a totally blinged out hive ganger, using a hot-shot volley gun, covered with more bling

i don't think a hot-shot volley gun appears in any of the books i have, so how would you have one stat one out?

and how would you show his gold bling being so shiny and numerous that it blinds people when it is struck by a las bolt?
>>
>>47282096
>so how would you have one stat one out?
Basic, 80m, -/3/6, 1d10+5(maybe 6), Pen 7, clip 40, 2 full, no specials, 8+10=18kg (10 for the Hot-Shot battery) and either Very Rare or Extremely Rare
>>
>>47282149
oh ok thanks, but dont they shoot faster than a heavy bolter?
>>
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>>47282174
>but dont they shoot faster than a heavy bolter?
Your guess is good as mine... Here's all the fluff the gun has. The rate of fire is actually made by using the table top rules
>>
>>47282294
Oh and ignore the Gets Hot, that's a misprint admitted by GW
>>
>>47282294
Heavy bolter has 3 shots, to the volley guns 4, so it should have a bit more fire power i guess
>>
>>47282344
Yeah, but shouldn't bolt rounds have a blast quality or a power sword to have a pen to cut through marine power armor instead of measly 5? Think balance. A full auto of 6 is pretty nasty, there aren't many guns with faster rate of fire
>>
Sorry if this is a dumb question, but do good quality cerebral implants still impose a 1d10 loss on characteristics?
>>
>>47282565
>but do good quality cerebral implants still impose a 1d10 loss on characteristics?
Nope, took me a while to realize that myself, so it's not that dumb of a question or we both are simply dumb...
Are you considering of boosting your characters mental abilities? What kind of character?
>>
>>47282541
>shouldn't bolt rounds have a blast quality
You mean there's fluff where bolts explode to do damage to enemies near the target? Because that's what Blast actually does. But all I read wast that bolts detonate inside the target, causing more grievous wounds. That is represented by the Tearing quality.
>>
>>47278738
Fixed. Thanks for the heads-up, old file
>>
>>47282603
Thanks. I've got a techpriest with Infused Knowledge in a kind of Rogue Trader / Dark Heresy 2nd ed combo game. It's kind of nice knowing pretty much everything. I suppose I should be taking the calculus logi upgrade as well. They would stack, right?
>>
>>47282744
>I suppose I should be taking the calculus logi upgrade as well. They would stack, right?
They do. Niggas gonna be a well of knowledge, you get +20 to all lore tests and 2 extra decrees of successes just for passing the test. Remember that this applies to Forbidden Lore tests too, so just buying rank 1 of each Forbidden Lore is a good idea
>>
>>47282845
Thanks man, you've been most helpful.
>>
>>47282744
Scribe Tines, too.
>>
>>47282744
>>47282845
the joys of skill stacking. of course my favorite was from DH first edition, where I took the background that let me get to Inquiry +20 and talented by like rank 3, then combined it with the Psyker using the minor psykic power that give +20 on Inquiry.
And the rule that lets you use Inquiry as Interrogate at -20.
Interrogate results at 80% chance without any signs that it wass an interrogation.

The best I ever saw was command bonuses used with a teleportarium in RT. It got bad enough we had to houserule restrictions on that.
>>
Howd you guys suggest a guy whose been devouring 40k lore for the last week go about making his own sector? What lore knowledge is 100% necessary to know when making your own sector? Should I even use my own or should I stick to already exsiting ones?
>>
>>47284636
Basically, a sector is a vast fucking region of space holding hundreds to thousands of star systems. >90% of those star systems will be standard, uninteresting main sequence stars orbited by dead rocks and uninhabitable gas giants. Of the remaining less than 10%, you will have dozens to a couple hundred inhabited or habitable worlds. It's beyond your or anyone's autism to catalogue them all and it's actually counter productive to do so.

What you want to do is make some decisions. What is the overriding mood/theme/style of the sector? Where in the galaxy is it? How old do people think it is? How old is it, really? What's buried there? Who knows what's buried and where? Is there a sector monoculture or is the sector more independent? What is the primary threat or threats? What is the sector capital? Shit like that. Once you have answers, start writing up about a dozen to two dozen worlds and/or groups you know will be important, and detail them. From there, whenever you get a neat world idea, give it a name and an elevator pitch, and write it down. Corrupt hive world that's heading towards religious civil war? Sure. Storm-ridden world of mongol cannibals? Sure. Eternally dark jungle full of spiders and immortality drugs? Sure. Just keep doing that until you feel satisfied.
>>
>>47284636
first, be willing to make shit up on the fly. Having a rough outline that you can fill is is better.

Second:
Is there a main threat to the whole sector: Depending on where you are located, this might suggest itself, or you could just decide one one. Or you could have no single main threat.
Do any of the following things a sector would be known for exist: A space marine chapter homeworld. Major presence of the big xeno races. Massive fucking warp storm.

Third: Things your sector will have and you should have a least a basic sketch of
Capital World: including who the sector governor is, basic structure of his government. Basic characteristics ofthat world
Important Resource World: Forge worlds, extracting worlds, etc. You can have more than you define at first, but come up with a couplej

Inquitorial Presence: There might not be a lot, but there will be some.

Threats, conflicts, fucked up shit: have at least 3 ones your starting with, fill in more later.

Also back to the 'rough sketch' thing. Have an actual rough map of the sector. You don't need to define everything, but put some places names and world types down, good for building on later.
>>
>>47284830
And to add on this anons post. A helpful way to think about sectors is this:
A sector is a province, a sub-sector is a county (or similar), a planet is a city. It's a good rule of thumb to get around the sheer scale of planets and star systems and it's also a good shorthand for how 40k treats worlds narratively.
>>
>>47282294
>No buttstock.
I guess aiming is for the weak :/
>>
>>47284970
Are sub-sectors single systems, collections of systems or a flexible term that more about wealth and administrative weight that could be applied to either?
>>
>>47285083
Varies on the source, so I would say it's more flexible, but it tends to be collections of systems or occasionally general regions within a sector.
>>
>>47285083
flexible term, but typically collections of systems.

Though to add to >>47284970 you can of course build up the individual worlds more, but even as I'm writing up a single world campaign, it's basically a county with 3 major cities.

The only time I ever did more was when I was porting Dark Sun to Dark Heresy, and then I had a full setting to port over.
>>
>>47253374
Ask my Rogue Trader! Money goes quick
>>
>>47274612
>Thing is tech-heresy.

Not as of saturday...
>>
>>47285209
>implying that Forge World don't wage subtle and overt wars with each other accusing them of tech heresy.
in all seriousness I do hope that they have the automato only be used by the most radical of magos. Magos can be radical just like Inquisitors, and those fuckers use fucking daemonhosts.
>>
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Looking at Genestealers for Rogue Trader (pic related), do they get anything from having multiple arms and ambidexterous? If I'm reading stuff correctly, ambidex is only useful if you're having 2 weapons (the genestealers claws seem to count as one, and it lacks two-weapon fighting anyway), and multiple arms allow you to make two attacks in one turn, but swift attack does the same, and lightning provides 3...
>>
>>47285267
honestly, depend how deadly you want them to be.
Because at 3 attacks a round, they're still deadly. But you could also rules they have 4 claws, so those rules give it 6 attacks per turn.
Just be ready for some dead PCs.
>>
I want to create a missive to send to my players for my DH game, which font do you guys suggest?
>>
>>47286710
Comic sans or wingdings
>>
>>47284987
Hot-shot weapons/hellguns usually don't have a stock for whatever reason. Except in some art.
>>
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>>47273143
Anyone?
>>
>>47287240
How do they deal with the recoil then?
>>
>>47287464
Presumably there's not so much recoil in laser weapons, at least of that caliber.
>>
>>47287500
Probably this. Though lasguns are stated to have SOME recoil for whatever reason, it's probably pretty damn controllable.
>>
>>47287751
Some of the art makes it look like that little nub at the back might be extendable and used as a shock pad, too.
>>
>>47282628
Standard bolts are intended to penetrate then explode inside the target, yeah. Even a Godwin pattern .99 isn't going to fire shells large enough to justify more then blast(1) if you switched out for air-burst rounds, and you'd lose the penetration of the bolter.

Airburst rounds would be a nice variant ammo for a boltgun.
>>
>>47288133
there is one for heavy bolters in deathwatch.
>>
>>47287240
hellguns had some cylinder in the back (the power pack?) so it makes kind of sense. And at least they had sights.

>>47287500
I'm more worried by the lack of bracing than recoil.
>>
How bad is a 22 profit factor?
>>
>>47288654
Not that bad. You can stack bonuses to succeed at checks for most availability items. Your house is poor as shit but given that likely comes with a goddamn cruiser you can also go around stealing a lot of shit that other people would have to pay for.
>>
>>47288654
You're going to have a little bit of trouble getting stuff early on, but I presume this came with a sufficiently badass ship with which you can get well on your way to earning more?
>>
>>47288885
>>47288886
It's pretty much a research vessel, odds are I could sell it for loads of dosh to the Machine Cult and buy a sector but it's part of my legacy
>>
>>47288969
>Research ship
>40k

I don't even know if they have those. Fuck, yeah, that's bad then. You can't just take what you need by conquest.
>>
>>47289347
It's a tough little ship, just the bulk of its space is used to research stuff
>>
anybody got the next thread? i can do it if nobody else is
>>
>>47289570
took care of it

>>47289813
>>
So, my group is getting together to learn Rogue Trader with a dude who knows/knew it but hasn't done anything with it for years.
A couple of us are curious...for Characteristics, what is supposed to be human average?
>>
>>47290023
>>47290115
Thread posts: 323
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