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/40krpg/ 40K Roleplay General

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I don't even go on this thread, but Donald trump wills it to be.

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

There is a new Homebrew Megafolder option in above MEGA directory containing several things formerly listed individually on this post.

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 (v6.45.160417), containing every piece of gear in all five lines. Now containing some of the DH2 content up to the first supplement.
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. Now found in the Homebrew Megafolder.

Additional Resources:
Now found in the Homebrew Megafolder.
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Mandatory Discord Server reminder: https://discord.gg/FpVfNKp

Come voice chat with faggots.
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How do you fight necrons?
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>>48362035
By sending someone else to do it.
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Last thread died after 17 replies. Just as I went on how awesome and interesting Deathwatch can be.
Thanks, Obama
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>>48362148
Speaking of Deathwatch, has anyone made an attempt at making a 2nd Ed. as it were. Bringing the ruleset more in-line with BC and the later games?
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>>48362148
I have no idea why people only run DW as a combat game, surely there's room for more
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>>48362318
Probably though I'm not aware of any.

Would be eased with how Deathwatch starts you off with 4 or more exp tracks that you can translate to aptitudes.
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>>48362035
1. Call the Deathwatch.
2. Get the fuck out of their with everything not nailed down.
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>>48362430
My players barely spent two mags worth of ammo throughout an entire year, except for the assault marine who only fired literally one shot. And we're im a rather combat heavy game mind you.
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>>48362669
So lots of melee?
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>>48362430
There should be, and there is to a degree, but then again, it's also a game about the organization whose sole existence is to fight Xenos threats, and composed of genetically-engineered super-soldiers whose sole purpose for existence is war, and have little real desire for anything else.
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>>48362669
How does that work?

>>48362686
That's true, definitely. Though I guess in a way the player characters are special, what with fate points and everything.
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>>48362686

I think one of the hardest parts of deathwatch is getting that desire for other stuff going. It's possible, but difficult to buy into, especially if your spess mareen just wants to be a robot.

A spess mareen who can alternate between the former human and the unstoppable legionary is a joy to see, however.
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Hey, how drastically do your groups change from beginning to end of the campaign?

>Rogue trader game begins
>have enough players to get a full crew
>They are all pretty normal sane and greedy traders
>Skip to the end of campaign
>Rogue Trader: Owns and operates several Paradise worlds and even accommodates for the xeno love.
>Missionary: Takes up animal control and owns several Godzilla size monsters as pets, also "found" an imperial knight walker and is "trained" to pilot it
>Astropath: Ended up becoming a swole 9'(2.75m) tall psybro in power armor who talks like macho man randy savage
>Archmilitant: Decided to merge his body and a lascannon together, sort of worked
>Explorator: Had at least 7 bolters attached to himself and his armor, not including the ones he wielded
>Navigator: Cyclops power gaming fuck who can destroy shit like a mofo, mutations led him to be a fatty tho
>Seneschal: Kinda a coward till he had half of his face torn off, decided he wasn't gunna take it anymore and went full reaver/colombine enthusiast
Void Master: Owns a company of 100 power armored junkies that he uses to pull pranks on the populous of what ever planet they're fucking up.

All in all, campaign ended well. I always end my campaigns with a pvp mission where they fight over control of the ship. 10/10 would GM again.
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I've got Enemies Within and Without, is there any reason not to get Beyond for the full set?
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How does getting into 40kRPG work? Do I use all sourcebooks semi-simultaneously or focus on just one as a DM? If so, what's the newfag book for everyone and some suggested reading (besides rules) for inspiration?
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>>48366063
Each game line (Dark Heresy, Rogue Trader, Deathwatch etc.) has its own core and source books, similar to the World of Darkness games. There's some cross-compatibility, but you don't need the sourcebooks from one line to play the other, and will generally need to do some massaging of stats between lines to make it work.
Of the lines, I recommend either Rogue Trader or Dark Heresy to start out. They're all fine, but Dark Heresy provides a nice street level view of the setting, while Rogue Trader has one of the best basic set ups for a game I've encountered.
In case you are unfamiliar, Rogue Trader is about the PCs being in command of a star faring vessel and adventuring beyond the borders of the Imperium, essentially acting as Space Conquistadores, while Dark Heresy has them as agents of the Inquisition, secret police/spies who investigate threats to the Imperium's stability and terminate with extreme prejudice. Of the two, Dark Heresy is the lower powered. Both require a bit of house ruling to flow smoothly, the game system is a bit crap but I've come to work with and love it.

As far as reading goes, "Eisenhorn" and "Ravenor" trilogies by Dan Abnett are very good. "Ciaphas Cain: HERO OF THE IMPERIUM" is also a fun, comical take on the setting that many find endearing. The other books are hit-and-miss, but those tend to give you a nice feel for the setting.
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>>48366224
Since I wanted to run a quick commando-like campaign, I've been recommanded Only War. Do you have any advice running such a campaign?
I've started reading the rulebook and I'm already familiar with the setting, but it's my first time GMing, so I'm looking to avoid the most common mistakes.
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I got a question.

Can I play a 'hound master' type of character in any of the games? Working with a pet 'n shit, some sort of super xeno dog of sorts and stuff like that.
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>>48366643
Black Crusade is your friend.
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>>48366550
For Only War, I would recommend looking carefully at the modifiers for combat rolls. Remember, a singe shot is at +10 in Only War *before* you aim!
If you're planning on doing "commando" type stuff, ensure that everyone has Stealth skills/gear, and make sure the skills necessary to complete the mission are present in the party IE if they gotta blow up a bridge, make sure someone knows how to use explosives.
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>>48366712
Thanks, I will look out for that.

Actually it's more of an open campaign in the jungle, so the PCs will have to figure out how they want to play it. They'll have to deal with tyrannid scouts and rogue Imperial Guards, the endgame being them butting in a confrontation between Chaos SM and SM in a forgotten Titan's cave.

Reading the 11th hour campaign got me the idea of slapping a tomb of Necron under the Titan. The dead awakening should put a stressing time limit to their escape, since their orbital support will also want to fry the whole area.

I liked the idea of having a time limit rendered as abstract "time points", but I'm wondering if it works well in game. Any experience with that?
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>>48366709
Mind going over into details?
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>>48366823
Black Crusade has the minion mechanic that lets you make followers or hordes or other such things.
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>>48366823
An ability called Minion, it comes in lesser, plain and greater. There is also the Word Bearer Dark Apostle who gets bonuses to controlling minions.
Long story short you can make an NPC you can boss around.
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>>48366859
>>48366884
Thanks!
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Actually, how good are minions? Are they useful or is it something that horribly falls of later in the game, or is just plain out weak throughout?
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>>48362682
>>48363488
Fairly lots of melee, but team is fairly balanced choppy and shooty wise.
A lot of time is take by roleplay, dialogues, investigations and doing fun/silly/metal stuff and lots of laughs. I had few of my stories archived somewhere, but lost the link again.

Plus my players are dodging some combat encounters as of late after learning it's sometimes better to leg it (which makes it funny to see new protesting new members not understanding why they're being dragged away from approaching enemies)
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>>48367537
I had a player who really liked it but as he was one of those "If it's not broke that just means I haven't gotten round to making one" type players I don't know how easy or hard it would be for someone else to make it work. He was great fun to play with.

On the subject of cheese what would you say the RAW, RAI and your DM call on DH 2e Adepta Sororitas gaining corruption in character creation? For example any psycers not ATT get corruption points so would they become insanity points there may be other things in that you wish to comment on I can't be the first to think it up.
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>>48368173
Looking over the prerequisites, it seems that a lot of fellowship is required to get something good.

Tzeentchian sorcerer who uses feral hounds as his muscles perhaps?
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>>48368426
Fellowship is Slaanesh if you want to min max but Tzeentch isn't expensive.
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>>48368467
Not digging the idea of Slaanesh minion master. The idea of well-composed Tzeentch-looking motherfucker who's smooth while holding something that looks like a child of a t-rex and a dog on a loose leash sounds really fun to me.
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>>48368496
Follow your dream Anon you crazy diamond.
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>>48367537
In my experience, they are pretty good if you ruthlessly specialize them. Don't try and build well-rounded, sane human beings; you don't get enough points. But if you build a murder servitor or a servo-skull or a slathering cyberhound and just leave all non-relevant stats at 01, they can be pretty handy.
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>>48368602
I half guessed and I wasn't planning on making a human-like minion, just beasts.
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>>48366643
Dark Heresy 1st ed Book of Judgement has robodog handlers
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>>48366643
Dark Heresy 2nd ed Enemy Within has physic powers that summon or control animals.
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>>48366761
>tyrannid scouts
Huh..?
>rogue Imperial Guards
These things don't really mix too well...
>then suddenly Necrons
This is all so adjunct and slightly disjoint, either I'm missing context or well, it's disjoint.
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Need ideas for a character for my only war game tonight. Crunch our GM gave us:
Penitent Regiment
Sanguine leader
Hunter-Killer doctrine
Die Hard talent
Extra equipment to your standard kit:
Chain sword
Micro bead
Respirator
your choice of 2 grenades: smoke, stun or frag

For fluff we went with an Aztec theme. The characters so far are a sergeant whose name means Chocolate Man in Nahuatl and an ogryn masked wrestler called El Jefe because the player doesn't understand the difference between aztec and mexican.
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>>48370013
>and an ogryn masked wrestler called El Jefe because the player doesn't understand the difference between aztec and mexican.
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>>48366761
Truth be told, I'm a wishy-washy kind of GM so usually things progress at the speed of PLOT and the PC arrive when things get the most interesting. I've run a few games where time was a factor, usually to be considered during decision making. Basically, the more elaborate shit they wanna do, the more time it'll take and the more dangerous things might be by the time they arrive. I
For a military campaign, it could work well with navigating rough terrain. Say they're supposed to link up with an armored unit at a certain location at X time. A failed Navigate roll adds an hour per two degrees of failure, meaning that if they blow their rolls or slow down too much to investigate targets of opportunity, they might show up and find the Tankers have left without them (assume comms are fucked, because comms are always fucked when you're a commando).

As far as your campaign idea, consider tightening focus. I'd go with either SURPRISE! NECRONS! or SURPRISE! TYRANIDS! but not both. Chaos renegades are a good antagonist, as a relationship can be developed with them, PCs can observe their personalities and come to hate/respect particularly tenacious foes, while 'Nids tend to be just an overwhelming horde. The idea of a big fight over a Titan that's hiding something even nastier is fun.

>>48369949
>Scouts
I'm assuming anon means Lictors/Genestealers and the like.
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>>48370013
>ogryn masked wrestler called El Jefe because the player doesn't understand the difference between aztec and mexican.

That sounds hilarious.
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>>48370013
If you're a Hunter Killer regiment, you potentially get to start off with a hellhound, right? That vehicle's going to need a driver (Operator, because operator) and a gunner (Weapon Specialist, because an inferno cannon that can also suppress whatever it attacks sounds pretty good).
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>>48370441
I do believe we start with a hellhound (Xiuhcoatl), yes. Can you really use the Weapon Specialist ability with vehicle weapons?
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>>48370512
From what I can tell by the rules, as long as the comrade is in cohesion, 'all of the targets of the weapon specialist's attacks this turn must take a challenging pinning test or become pinned'.

Problem is, the hellhound only has three seats - not enough room for you, the operator and both your comrades. One of them may have to sit on the hull and use the turret as cover or something.

Though, once you get to 2500XP, you get to switch classes - and if you started off as an Operator, and later became a Weapon Spec so your comrade can use Gunner AND Hail of Fire...
Yeah, maybe an Operator is of greater priority.
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Are there stats for Chaos Marines in DH 2E anywhere? I've thumbed through the core and Enemies Within/Beyond but haven't found any, unless I missed something glaringly obvious.
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>>48368713
I'll second DH 1e with robo-dogs and the ability to modify any animal if you get the right stuff. I don't think you get any special abilities for those though. Pyskers can get an animal as a pys focus. Thats not even talking about servo skulls
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>>48370789
Use OW stats.
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>>48371260
Right, thanks.
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>>48365027

Hmm, sounds like a really fun campaign.

I'm actually an aspiring GM and am thinking about running an RT game soon and would appreciate any advice people on this board could give me.

I have two big worries.

First, that given the openended nature of Rogue Trader that some locations and characters will be much more fleshed out than others. If the PC's go to a planet I didn't expect, for example, I want there to be something fun and exciting for them to do there even if it does not directly advance the "plot." But without prep time I'm worried that the system may come across as "drab," or that the characters I introduce there may seem overly generic. I know I can't nearly plan or prepare ahead for everything, so how to you fellow GM's create settings, cultures, and characters in a sandbox universe?

My second worry is that because there is a general "plot" (I want to take the backstories of the different characters and use elements of each of them to drive the PC's towards certain objectives), that I will be either accused of railroading or that it will be transparent what I want the characters to do. How do I create a world with different factions serving their own ends and consequences for PC actions without sounding like I'm punishing characters (e.g. "By ignoring those chaos raiders and continuing to loot the Eldar temple you allowed them to seize a massive battleship that's now pillaging the sector")? [Obviously I would not do something quite that destructive to player agency, but you get the idea]
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there is a space marine chapter in the fluff that took on an entire Hrud Migration. like holy shit..that would be an epic campaign or something.
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How do you guys think a Chaos version of Only War would go? Something where you play a traitor regiment sounds pretty cool
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>>48371855
You mean Black Crusade?
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>>48366224
What sort of house rules would you suggest for dark heresy?
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>>48371887
Is there anything for actually playing a traitor regiment for BC? I always thought it was more of an agents of Chaos thing.
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>>48371855
There's a specific regimental drawback for that sort of thing.
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>>48372003
Well, I run 1e, and I think 2e is supposed to fix most problems. Mostly, we just clarify and streamline a few rules. For example, we've established that a player chooses to use their dodge or not before forcefield saves are made. Basically, you can't see if your field works and then leap out of the way, you decide if you wanna dodge or save it for later in the turn and trust your field.

We allow the Fettered/Unfettered/Push rules to be used by low rank Psykers.

Enemies get Zealous Hatred.

All elite advances are at +50 xp, with GM discretion.

Logic can be used as an interaction skill when speaking with Tech-Priests and other like-minded creatures.

Rather than worry too much about weight and encumberance, we usually use "Slots". Everyone gets 5 "slots", a long arm takes up two, a pistol takes up one, a heavy weapon takes up three etc. So you can run with a rifle, a pistol, a sword and some grenades. This is stuff that's easily accessible, you can carry more gear but it'll take longer to get it out in the heat of battle.

I'm not running a low rank game anymore, but I've been toying with the idea of making all Common Lores start as skilled, to represent the basic knowledge of an Inquisitorial agent, with maybe the exception of Feral Worlders who would get some kind of bonus to compensate. It just gets a bit silly when very few people say... know that Scintilla is the capital planet or something, who aren't from complete backwaters.
I'd also consider offering a "Basic training" package for like 200 xp that gives you the sort of skills an acolyte would need (Stealth, Awareness, etc.).
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>>48370441
I'm thinking Etzli and Itzli, twins, for character and comrade. I'll be using tats to keep count of hearts sacrificed. Does this sound good Y/N?
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>>48372673
That sounds good. Especially the skills bit. I'm fuzzing up some homebrew rules after reading this:

http://www.channel-zero.net/2014/10/dark-heresy-house-rules.html
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Hey, 40krpg, I need some ideas for my Only War game. The basic idea behind it is "[enemy] is to Imperial Guard as modern is to WW1". What sort of stuff can I do for that? Tau? homebrew some stuff?
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>>48373345
Necrons.
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>>48371690
You use the same reskinned material, giving your players the illusion of choice.
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>>48373345
There is a hyper advanced word in the Jericho Reach ran by a DaoT cogitator.
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>>48373387
The answer is always Necrons.
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>>48365289
Enemies Beyond gives you some pretty cool talents and gear to work with
Specifically armor mods, loads of those.
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>>48362035
Ive seen 25k guardsmen do it with accurate weapons.

Still had 3 of 7 killed and the others left for dead in a boarded ship.
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Got a potential problem ahead of me, about to GM an OW game, and the heavy is in a position to grab a man-portable lascannon. That's a whopping 55kg for one man to carry, and it's a solid gun, not something that gets broken down like a mortar - and this is leaving out the arms and armour the regiment starts off with. (Admittedly, the comrade could carry the ammunition, but that's 50kg to try lugging over distances).

What would /tg/ suggest? Should I allow the Players to take it in turns to carry the big gun, or is it really the heavy's (and his comrade's) responsibility to move and utilise it? Or am I just going to have to warn the Player that he may need to invest in Str/Tough and the Brute of Burden talent to avoid fatigue?
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>>48379171
Ask yourself, could Arnold do it?
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>>48379171

GOTTA GET HUGE, SON
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>>48379171
You could just not be a faggot and let people have fun
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>>48379284
Probably, but Arnie's got a fair bit of XP, this guy's going to be fresh off the bus
>>48379334
Well, that's fair enough I guess
>>48379340
Nah
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>>48379436
I guess you could just look up how much his carrying capacity is, and go by that.
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>>48379171
I'd say go for it if it's the only thing he's carrying besides some body armor and the weapon has a good carrying case.

A quick google search "how much weight do soldiers carry in combat" shows that the average modern marine combat load is between 97 and 135 pounds. 135 pounds is about 61 kg... so it is possible to carry this weight in combat. It being 40k, I can see it possible the soldiers are weighed down even more than a modern military with gear because badass/grimdark. Of course it's all up to you how you want to play it.

Does this help?
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I'm thinking of running a Skitarii game in Only War. the players would be Skitarii hand crafted from various 'heroes' by a Magos who would serve as their boss. They're on an explorator fleet, and thus can't readily replace their comrades due to the restrictions their magos places in making each skitarii. They'd travel the galaxy looking for STCs and getting into all sorts of shenanigans while being reminded that underneath the modifications they are all too human.

Good Idea? Nics pics?
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>>48380254
They'd be hella OP unless you put them up again SERIOUS SHIT
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>>48380254
Take a peek at the Lathe Worlds for Dark Heresy 1e, lots of fun OP Tech shit in there.
I say go for it. 98% of what Explorator fleets do is wake up Things Man Was Not Meant To Know. Being on the security team for the guys who wake up Mecha Cthulhu is one heck of a job.
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>>48380254
>reminded that underneath the modifications they are all too human

This part is easy to fix. Just have the commander trigger the right doctrina imperative and then RIP AND TEAR.
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>>48380254
could be really cool. id advise you to really look into all the lesser known alien races of 40k though , after all explorator fleets do go far far beyond the imperiums borders. you could have encounters with the slauth,strixis,hrud,demigurg, and you could even make some up.
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>>48380254
>Delving into ruins so old it seems like they have existed for eternity
>Just walking around is dangerous and life threatening
>Shit has collapsed and become structurally unsound over the aeons
>The sins of the past are waiting for you in the shadows as you delve deeper

Hell yeah dog, I can get behind it
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>>48380596
>98% of what Explorator fleets do is wake up Things Man Was Not Meant To Know.
No, 98% of what Explorator Fleets do is map star systems and enter roughly the following data again and again.
>Star catalogue designation: 94798 Frezzem. Main-Sequence Blue-White Dwarf Star, no anomalous properties.
>Inner system holds one celestial object, an airless low-mass planet composed primarily of nickel-cadmium alloys, as well as dense rad zones
>Life belt holds no planets but does have an exceedingly dense asteroid belt.
>Outer system has a gas dwarf and two airless ice-balls.
>No sign of past or present colonization by any species known or unknown.
>No anomalous properties
>Colonization priority: MINIMA
>Military relevance: MINIMA
>Scientific relevance: MINIMA
>Overall Designation: LEAST CONCERN.
>Other notes: Dear sweet omnissiah this is fucking boring.
The 2% space cthulhu is the light, exciting break.
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>>48379171
There are carry limits based on SB+TB on p. 37 pf the OW core book. At a glance it looks like he'll need a SB+TB total of at least 9 to carry the lascannon alone without suffering encumbrance penalties (also on p.37 of OW core).
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So I am currently running a DH2e campaign that starts on a feudal world with all of the party members being natives of said world thus having very limited tech and knowledge. In general I am a very open GM so, while I leave plot hooks and clues all over the place I also have no issue letting them take direction.

However I am planning a small battle for the next session in which the party will be accompanying a small army into battle. The problem is that I want the players to have a choice of work in command or combat. I'm just not sure how much to limit the command role.

I was thinking of the command role being limited to using subordinates to run orders, or set up horns to signal certain orders. How difficult should I make it for a few players to direct a force 40 infantry men against a small fortified location?
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>>48379171
That is what comrades are for.
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>>48383217
How well trained are these 40 men? What relationship do the players have with them? That will have a lot to do with it. Also, military culture.

If they're barbarian types, they're probably solid individual fighters but likely to ignore or disobey orders they don't trust. If they're from a culture that has standing armies and a chain of command, ala Romans, then a small unit of 40 dudes will probably be fairly easy to coordinate.

Also, depending on their dispersal 40 men really isn't that much. You might have runners and horns, but really you'll probably be able to command them by just screaming really loudly and hoping your subordinates understand and echo your commands.

The psychology of an assault on a fortification is an interesting thing to think about too. Unless there's some trickery, the odds are solid that you'll take heavy casualties no matter what you do. Do these warriors come from a culture that would embrace that sort of thing, or are they more raiders who try to maximize profit and minimize loss, and would likely scatter if things get rough?
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>>48383848
The setting is basically renaissance with black powder weaponry available but not super common in the specific region.
The 40 men are trained soldiers. The players are under the orders of the "retired inquisitor" who is essentially a high ranking noble. The players have no relationship to the soldiers, but have been given command under the noble's order.

The attack is part of a much larger attack on enemy army. All in all the allied forces number about 800, however the 40 with the player character are heading towards a guerilla deployed enemy artillery battery.

The 40 soldiers have chainmail at best, with 12 being musketeers, 20 being spearmen, and 8 being lancers.

The fortification they are going up against is defended by 38 combatants, although 10 are manning cannons, the rest have an assortment of crossbows or muskets. Although there will be roving enemy light cav that may come into the fight

Two of the PC's are psykers, although only the party is privy to that knowledge since warp foolery is heretical
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never 5get
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>>48384356
Did not expect feels at the end. ;_;7
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>>48384999
Yes Anon squad mates leaving the escape craft without permission and dying always makes people feel upset by their getting themselves killed needlessly.
He had magnetic boots.
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Hello guys, i need some help.My party wants to play Black crusade in Sabbat Worlds. But i can`t find any map of this. Only a few very bed jipeg. Anyone who have Sabbar crusade poster - may you scanned it? Please.
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>>48387330
Are you drunk?
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>>48387363
no, english not my native language. Sorry
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>>48384333
Ouch. 40 men attacking a roughly even force with a cannon and a fortified position is gonna be harsh. This sounds like a suicide mission, though Psykers could easily tip the balance massive in the PC's favor.
Personally, I would play up the soldier's resentment of the PC's suddenly being assigned to them, and the fact that this mission is going to leave a lot of them dead. I wouldn't quite have them mutiny, but they'll probably be surly and suspicious of the players, and may just retreat if things look especially bad and the players don't make a lot of good decisions.
Morale is going to be huge in this assault. Hope one of your players is good at giving speeches about dying for God Emperor and Country!
>>
>>48388278
Yeah, I do expect a lot of my players but I also try to give them as much latitude as they can find. Their soldiers are more organized and have better weapons and two of the available approaches to the position will give them cover from treelines. Also the enemy cannons won't be able to target them due to the placements, although the fortified position does have 2 heavy crossbows mounted in the firing window to allow for defense so they will still get big projectiles coming their way.

Additionally there are 6 PCs and one is a mutant monster who last session shrugged off a doombolt. But yeah I'm definitely hoping to see how they handle the situation.

And great point about morale, since the soldiers under their command are mercenaries, and the person who gave the PC's command is basically an unknown recluse, who carries an extremely high ranking title, but barely anyone even knows about him.

Now for the setup I'm trying to consider if I should furnish the PC's with resources to make a smoke screen and If they should be given grappling equipment.

I'm open to hear ideas on things I could provide the PC's that could be used creatively to help their attack.
>>
So I made Daft Punk as an arbitrator for a campaign

any ideas I could add to his Lore?

Official Name is Deimos "Daft" Prondel and has a tech-priest friend that makes all technology look smooth and sleek rather than just an amalgamation of grim machine parts

His body is all fucked up from a fire that his twin brother Pronsias "Punk" Prondel, making him have deadpool skin

He's still all about funk and I already got him to have the performer skill despite being an arbitrator

Any ideas I could add to him?

I have two short stories about him that I could add
>>
>>48388665
That sounds pretty cool desu
>>
>>48362035
Best quality heavy bolters loaded with non-standard ammunition that either boosts AP sufficiently to go through the clockwork men or ammunition that boosts damage enough to make it irrelevant.
Whichever you can get your hands on.

Even a Necron won't walk away if all shots hit their mark.

Problem is getting enough of such specialist equipment.
In addition, this will only work on the standard infantry.
If they bring anything bigger, you either need multimeltas or lascannos.

Of course, there's also daemonic weapons that will also do the trick and Tech heresy might also help as well as some of the Tau heavy weapons.

Heavy bolters on everything is my solution though.
>>
>>48390971
Whyh not autocannons?
>>
>>48391126

Because autocannons work on everything already, anon. That weapon is the universal solution.
>>
>>48361506
Anyone have the novel Redemption Corps as a PDF?
>>
>>48391920
Clearly, we must arm every guardsman with an autocannon
>>
>>48392575

It's only scarce. It's quite feasible.
>>
>>48392690
The people that fail the logistics roll get to carry the ammo for those who pass?
>>
Seeing as Deathwatch has been talked about recently, how do you run a good game of it? I've been wanting to for some time now, but I have no real idea.
>>
>>48365027

Hoo boy, turns out that when you keep giving your group enough rope to hang themselves they eventually weave a comfy-ass hammock instead.

>Dark Heresy 1st ed begins, Rank 1 meatshields investigating disappearances on Reshia
>Turns out to be the work of the Night Cult and their pesky Sarcosan Wave devices
>Party susses out that the devices are on the chest, spiderlike
>First round usually opens with someone saying "Shoot the spiders! For the Emperor!"
>Large Night Cult enclave experiences a sudden plasma generator overload care of the party's Tech Priest
>Reshia is down one major population center, but also down a whole lot of cultists, so minor win?

But then...

>Night Cult turns out to be the work of a renegade Inquisitor, Sennacherib, who targets the party
>Ship is attacked en route to Kalf, Inquisitor Darius Havelock (party's Inquisitor who I didn't realize until pointed out by a player had the initials "D.H.") is lost, presumed dead.
>Moment of silence for the characters, cookie cake for the players. Am I not merciful?
>Big battle comes to a head, half the party fighting through Sennacherib's ship, other half counteracting the Sarcosan Wave via technofuckery
>Havelock is alive! Rejoicing and celebrations.

But THEN

>In game years have passed, characters have grown and now we're using a mix of Ascension and Rogue Trader templates
>Lured to Malfi by an assassination plot against Havelock, desperate fight against two Alpha Legionnaires
>Turns out Tech-Priests can fire a Lascannon via MIU, no more Alphariuses (Alpharii?)
>Renegade psyker finishes ritual elsewhere, plunges Malfi into a warp storm.
>Party says, direct quote, "Fuck this, let's go to space."
>I, the GM, go "lolwut", smug newly-minted Inquisitor player goes "Our ship has a Gellar Field. We can probably ride this thing out."
>"Shit. Good idea, maybe." Now I have a headache trying to make this thing challenging.

Continued...
>>
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>>48393449
get good players. Mix goofiness and serious gothic space knights roleplay.
Nothing funnier to see a posthuman superman spilling his spaghetti.
Probably don't do dungeon crawl. It's not high level dark heresy / only war.

Scale power level - Deathwatch get called in when shit truly hits the fan or when there is a chance for pre-emptive strike to avert major disaster rest of humanity will never know about.

Force your players to work as a team and take tactical decisions. Sure, they can soak an awful lot of damage, but you can't soak 2d10+20 pen 10 railgun. Force them to be inventive, give them freedom to go both guns blazing gung ho or sneaky. Tempt them with power, it really helps to see what kind of people you have when you give them minions.

Use splats - they are amazing source of extra material, assets, equipment and plot hooks.

I could go on forever, there's so much Deathwatch can be and it's so much fun I'm seriously suprised it's probably the least popular game of the 40k line.
>>
>>48393827
It looks really promising yeah, which is why I'm interested in it. But thanks, I'm just wondering how you would force them to work as a team though?
>>
>>48393996
in meta terms or mechanical terms? Game works just fine without squad modes for most part.
in meta terms, it's really a part of character/kill team development. They'll probably won't work as a unit at first, but subtlty putting them in the situations where teamwork is required (such as covering a techmarine who needs to spend full round doing tech stuff) during a combat encounter is a simpe and good trick.
Or throw a very large / endless horde at a devastator and to allow the team do other mission critical stuff while he holds the line - playing off every member's strength really makes for an enjoyful and memorable moments.

Also, utilise Erioch NPCs. Have their Captain comment on their performance - there are also a few premade training adventures / encounters which will allow you to take advantage of erioch training facilities. Obviously, nobody would ever sabotage them and transform a relatively safe training run into a deadly trap, right?

Or wait until they screw up and someone someone burns a fatepoint.
>>
>>48393789

>Party is chilling in their pet Rogue Trader's vessel, Gellar Field cranked to the maximum
>In one of the landing bays is a Thunderhawk with five Black Templars, who'd been asked VERY NICELY by the Inquisitor to help, because they'd had a minor (thought abandoned) Fortress Monastery on the far side of Malfi.
>CRUNCH.
>"What the fuck was THAT?"
>"Sir, we've been rammed. Multiple decks damaged, reporting casualties and boarders."
>"To arms! Forward and for the Emperor!"
>Rolling melee goes from party's ship to the ship that had rammed them, bulkheads covered in blasphemous glyphs and filth
>Black Templars are gleefully the tip of the spear, party follows in their bloody wake
>Make their way to the desecrated Templum on board the ship, melta the door and step through
>The renegade psyker is one of their former proteges, thought dead when Havelock was "killed"
>He's also got a squad of Alpha Legion with him. Fuck.
>Black Templars turn out to also be Alpha Legion. Double fuck.
>Party's psyker turns out to have been a daemonhost. Triple fuck.
>And THEN the daemons show up. Maximum fuck.

Many hours of dice-rolling later...

>Turns out one team of Alpha Legion were trying to stop the ascension of the party psyker's daemonhost, the other was trying to stop the renegade psyker from summoning Marabas, Changer of Ways. Minor administrative snarl.
>Party decides that maybe, just this once, they'd let the Alpha Legionnaires go, because there was over a dozen of them and four player characters left standing.
>Party psyker's non-evil, time traveling twin shows up (shut up, it made sense at the time), and explains the whole thing
>Party gets the fuck out of Malfi, files a report to the Ordo Malleus, and gets to Scintilla just in time to receive a summons for a flotilla bound for Koronus Expanse to fight tyranids.

Continued...
>>
>>48394181

One epic space battle later...

>Party learns the truth of the tyranid threat, the gate to the Jericho Reach, and the true cause for the Achilus Crusade
>With the help of an Ordo Chronos Inquisitor and a Necron Tomblord's technosorcery, they close the warp gate.
>Now, in my interpretation of 40k at least, the Achilus/Margin Crusades are ended and vital troops and materiel will be safe in Calixis, Scarus, and Ixaniad for the eventual 13th Black Crusade.
>But there was still the matter of who promulgated the crusade and caused this whole thing to happen.

One epic duel on the floor of the Senatus Imperialis on Holy Terra later...

>His Grace the Duke Dimitri Gage, Chancellor of the States Imperium, heretic traitor and sleeper agent for Abaddon the Despoiler, lies dead and his decades-long plot unraveled.
>The other High Lords are at a loss as to what to do with the party, because they clearly know too much, and are too dangerous to be let off the chain.
>High-placed sinecures all around! The player characters are now simply too powerful to be reflected in the game mechanics and are now NPCs for future tales.
>I then had to write up a handbill for all the things that changed for Calixis so I wouldn't forget.

The Guardsman who became an Inquisitor, later disgraced and servitorised..
The Psyker who became a hatchetman for Ordo Malleus, purged his twin and nemesis
The Scum who became a Rogue Trader, sent into the Expanse for plunder and comparative peace
The mind-wiped Assassin who became Grand Assassin, recovered his memories and his birthright
The Tech-Priest who became a Magos Biologis, accompanied the Rogue Trader
The Arbitrator who became Lord Marshall Calixis, his Word is Law

THE END.
>>
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>>48393449

Allowing everyone to pick and plan out their missions, and control what their assets have and do, has gone quite a long way.

The main problems I was told deathwatch had was "Spess Mareens aren't relate-able" and "Spess Mareen missions are boring. The above fixed the second part. As for the relate-able thing, I think a healthy mix between the former human and the inner legionary is what one should aim for.

Oh, and phosphex. Phosphex everywhere. Phosphex is love. Phosphex is life. Phosphex makes missions fun™.
>>
Is Dark Heresy a good start for people who have never played an RPG before? I've read a little about which D&D editions are good and stuff like that but haven't found anything comparing the two. I'd really rather a 40K universe RPG as I just love the lore but I don't want to shoot myself in the foot.
>>
>>48395803
Only War.
>>
>>48393996
Conflicting objectives and time limits. These are the two things I push throughout my entire DW campaign and the players love it. While each mission has primary and secondary objectives, every marine has strongly role-played and developed relationships, either with other kill-team members, contacts from their chapter, or military personnel within the Achilus Crusade who are constantly feeding them personal side objectives. Sometimes other players are aware of these side objectives, sometimes they're not, yet they all push hard to be able to complete them, knowing that with the strict time limit they almost never do. Through five missions they've only been able to complete every objective, for the mission and marines, twice.

It helps that it's an online campaign, so contacting players individually outside of the game to do short NPC roleplaying stuff is easy.
>>
>Deathkorp campaign
>Newbie in the group
>Mission involves dealing with a rebellious ratling populace
>Said Ratlings are collaborating with dark eldar
>New player suddenly gets triggered and starts accusing the party of anti semitism after GM describes the ratlings


And how was your session?
>>
>>48397874
>how was your session?
Shite.

> GM organises black crusade group that's way too large, role overlap errywhere

> haven't played in a while, so I have ideas of grand crusades, subverting planets with chaos cults, etc etc

> half the group can't into srs roleplay, 'humorous' character concepts ensue

> Slaanesh aligned PC starts street orgy right off the bat, then gets KO'd when they start a fight without the rest of the group present

Dropped out before anything else happened.
>>
Writing up some NPC regiments to pair with my players

Mining Colony - 3
Skills - No Common Lore(Tech)
Close Assault Regiment 3(Great Weapons)
Sanguine 2
Hardened Fighters 2(Mono)
Crusaders 3
Reliquary 1
Close Order Drill 2
Primitive +5

Gas Mask 8
Survival Kit 8

Mining Pick(Great Weapon) Qualities
Intimidating
Shearing
Leaden
>>
>>48399541
The 18th Ascian regiment is poorly looked upon by their fellow guardsmen, not only for their stupidity, which is legendary, but also for their incredible faith. Asica is a mining world, and perhaps one of the
most poorly run in the entire Imperium. Despite it's massive wealth, the miners of the world are given barely anything beyond food and the barest hint of shelter. Learning to be miners almost from birth, the population is worked
constantly to make up for it's lack of technology, taking advantage of it's absolutely massive population size to compete in output with other, better run mining operations. The highest tech item any Ascian will ever hold is their
pickaxe, massive tools that possess incredible piercing points, and their gas masks, which are basic models. The only other piece of technology an Ascian can expect to see is the regular landers that arrive to take the shipsments
of ore.
>>
>>48399551
Occasionally, however, the nobility, fearing a possible uprising, will press gang the most able bodied of the miners, shipping them in massive regiments off world. These men take their tools with them, and are afforded nothing else,
not even the common lasgun. They are instead herded towards the enemy in massive waves, bearing the same pickaxes they have mined with, mostly expected to die while other, more capable units accomplish anything. However, when the
Ascians do make it close, they often inflict terrible casualities on their enemies, their massive weapons and decades of experience with them carving a ruin among anything that would face them in melee. Indeed, the damage they cause
has become so infamous that anyone bearing one of their picks is often feared, especially bearing the gas masks they have become famous for.

The Ascians have taken to God Emperor worship with the utmost zeal, becoming almost insane in their fanaticism. From their point of view, life as a guardsmen is paradise, and they regard the position to be almost divine. This makes
them dangerous not only in combat, but also in the rear. Ascians are often far too stupid to understand the tactics and quirks of other regiments, and prone to violent outbursts when directly confronted by others. For their own part,
commanders and even Commissars often overlook these ourbursts, knowing that the parties involved will soon be herded into almost certain death.
>>
>>48399929
I think you've mistaken what this general discusses.
>>
>>48395803
Only War may well be a bit simpler. DH thrives on morality and investigation, while OW can be a lot more "At face value". Here are the enemy, and here's you. Dark Heresy is "You're stood in a room, there's meant to be five other people here but only four showed. Someone is probably a Heretic, and the room is wired to blow".
>>
>>48388665
I hate when people force these retarded concepts into a character
>>
>tfw decide to GM a game because I know my friends won't GM
>Decide to introduce them to OW because our old GM moved
>They think it's pretty cool and roll up a regiment together and their characters
>Still haven't played a single game, even though this was months ago and I keep trying to bring it up
I bet at least half the group has lost interest by now, too. I feel like I'd be a pretty bad GM anyways.
>>
Inquisitors are watching, post ideas for not heresy.
>>
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>>48401186
This guy is the cult leader. Clearly not heretical.
>>
Can you play a chaos aligned campaign with dark heresy? I've heard black crusade is too high of a power level for what I'd like to DM.
>>
>>48401392
Technically possible. Just stick them with humans and core-only archetypes.
>>
>>48401451
Just use Black Crusade and stick them with*
>>
>>48401463
So basically the campaign experience I want is the players setting up a chaos cult on a forgeworld, avoiding the watchful eye of both tech priest overseers and inquisitors. Eventually, as the action escalates, they'll have to deal with imperial combat forces coming to reclaim the planet, but the majority of the first act I want to be mostly social challenges as the players try to recruit while remaining hidden.

Every story I've heard about black crusade seems to feature the players basically leading a 14th crusade out of the warp and trashing everything.
>>
>>48401501
Well the end-goal of BC is daemonhood after all.

In terms of starting power, core-only human archtypes are a bit more powerful than a Rogue Trader human PC.
>>
>>48401566
Don't rogue traders regularly buy/destroy entire planets?

I think I'll stick to DH archetypes for now.
>>
>>48401581
Because they're rogue traders.

If you stick to DH, you'll likely disappoint your players.
>>
>>48401604
Why do you think it would be disappointing?
>>
>>48401628
Between using a system made for what you want and using a system made for nearly the opposite seems a bit obvious.
>>
>>48401704
The problem is that black crusade doesn't seem like it is designed for what I want. A high intrigue/investigation type game
>>
>>48401501
DH2.
>>
>>48369949
Sorry to have typed the whole post without checking the actual name of the units involved.

>Tyrannid scouts
I meant gaunts, of the most basic forms; PCs have to be able to handle them.

The planet the PCs will be dropped on is being infested by Tyrannids. They will hold a little fort for a while, then witness a dogfight between SM and chaos SM. A chaos artifact will crash close to another outpost, which will get corrupted and its IG regiment will turn to chaos. Hence the presence of both chaos and nids. I guess you are right about the necrons, it's a bit much. It could be some chaotic fuckery, such as the titan being, in fact, already corrupted and needing a good purge.

Regarding the timelimit, I was thinking about a SOS: they receive it and, depending of their choices to go about the rescue, they get different outcome.

Thanks for your input!
>>
>>48391126
I hate to reload those things.
>>
>>48394921

Pls no

Phosphex a bad
>>
>>48394159
>>48394921
>>48396173
Thanks dudes, I really appreciate it
>>
>>48394921
>>48396173
Thanks! It reminds me of the /tg/ story about the covert Chaos Space Marine who was supposed to assassinate one of his comrade.

Definitely incorporating PC specific secondary objectives in my campaign!
>>
>>48402472

What is phosphex?
>>
>>48406030
White Phosphorus, only more grimdark and Extreme, thus PhosphEX.
>>
>>48406375
DH2.0 now makes it available for Acolytes in the form of "Whitefire Grenades"
apparently the humans in the Askellion sector have more access to phosphorous processing technology and so law-enforcement is quicker to use it.
>>
>>48406458

PhosphOR. That's Phosphor. PhosphEX is different.

Especially since Phosphex is blue-green.
>>
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>>48406375
>>48406477

Sort of both correct. I remember reading somewhere that Phosphor weaponry was the Mechanicum's shoddy attempt to recreate actual phosphex, after the STC was destroyed by a techpriest who grew a conscience.

Phosphex is a pale blue-green, corrosive, toxic fire that cannot be extinguished outside of vacuum, and will actively seek out targets to destroy as if possessed of terrible malevolence. It's so dangerous and scary, even to spess mareens, my players refuse to touch the stuff, and have only bombarded worlds with it twice, despite constantly being prodded by support crew. After all, what could go wrong?
>>
>>48407070
Man you've been on this board for like a million years at this point. Sentient death phosphor sounds fantastic though
>>
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>>48407070
Sounds like it should be safely bottled up as some kind of infinite reactor core designed to power energy weapons several times larger than the fighter you'll install it on.

Uh, you know. For charitable purposes reasons.
>>
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>>48407261

Atomantic Arc Reactors got you covered, brah. Powering Fellblades, Contemptors, and Variable-Fighter Strike Suits since 007M31.

Just gotta find one out there.
>>
>>48370013
>For fluff we went with an Aztec theme.
Neat.

If you're going full Aztec here rather than just "RIP AND TEAR FOR THE SKY GOD," some important things to know about Aztecs:

>Ritual and Tradition is HUGE. All of life depends on ritual, and they must be fulfilled whenever possible.
>There is no such thing as coincidence. Everything happens for a reason, even if that reason is you're stupid and make dumb decisions.
>Everything costs something, and you must give to get. The God(s) don't just hand out favor for no reason - you must earn it with your own blood or the blood of others sacrificed in their name.
>Alcoholism and intoxication, outside of very specific ceremonies, is forbidden and the sign of shitty moral character. Even then, alcohol can only be drunk publicly by warriors who have distinguished themselves in battle, the sick, and the elderly without punishment (being caught drunk the first time means your head is shaved, the second your house is burned down, the third you're killed).
>War is trade and trade is war.
>Personal hygiene is extremely important, including regular bathing and perfuming the body.
>While few things are more wonderful than to vanquish the foe completely and utterly, it is imperative to conquer the foe, not eradicate them. There is no point in ruling over burned earth, and there are always more mouths to feed. Conquer and enslave, but let them live long enough to make it worth the effort.
>Blessed are the warriors, for they bring glory to the God(s).
>Blessed are those captured in battle, for through their sacrifice to the God(s) is the end of the world prevented.
>Everything is fate, and nothing is fate. Only the God(s) know your destiny, but you most certainly have one.
>All elements of the world have an opposite - masculine and feminine, war and peace, feast and famine, dead and life. These must all exist, and the God(s) rarely allow them to stay one way for too long.
>>
>>48409113
Nice.
>>
>>48407324
>Atomantic Arc Reactors

Huh, these are actually real things. How hard would it be to get one and stick it in a leman russ or other tank? I want a tank with a REALLY big gun.
>>
>>48412156
Probably pretty hard.
>>
>>48412156
Besides things like lemans russ executioners?
>>
>>48402264
>I meant gaunts, of the most basic forms
See, that's the problem. Tyranids don't really scout, unless you count a genestealer infestation getting a planet ready for consumption. They hit hard and fast with tons of their fleshy egg-sac drop pods, spewing gaunts everywhere that sweep over the planet. Gaunts' biggest strength is in numbers for starters, and secondarily they won't stray outside the range of a synapse creature because hivemind, so really not a great thing for PCs to face in a lore-friendly way. Genestealer cults, sure, but then that's the main attraction, not just some side complication along with traitor Guard.

>They will hold a little fort for a while
I sure hope you have a plan of escape for the party, because again Tyranid's hit fucking hard. They don't just chuck some gaunts at a fort, again they need synapse creatures in there so you'll also have a Broodlord at the very least, probably with a Warrior bodyguard, then there'll be some flavour of specialist 'Nids, probably a couple Carnifexes even for a light attack...

>then witness a dogfight between SM and chaos SM
Okay let me ask, why are the CSM bothering with a planet that's awash with 'Nids?
>>
>>48416593
>Okay let me ask, why are the CSM bothering with a planet that's awash with 'Nids?
K dog cares not from where the blood flows.
>>
>>48416801
I suppose but still, a planet full of just squishy Guard is better than one full of squishy Guard and sinewy Nids.
>>
>>48416816
That sounds sorta like caring from whence the blood flows.
>>
So i have about 2,5k on weapons to spend in Dark Heresy 1st edition. Playing as snipper assassin. Pls, gib any suggestion.
>>
Running Only War armoured regiment game with the PCs as a tank crew Saturdays 1800 GMT. Could use a 4th player. Drop by in irc.rizon.net #baconroom if you're interested.
>>
>>48420340
I should also add that while we've all played RPGs before, none of us is particularly familiar with the WH40k rpg line.
>>
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Here, have a planet creator i made for when you need a planet but your imagination isn't cooperating.

It's mainly made for Rogue Trader but it could be used for DH/DW/BC/OW when you need somewhere new to send your players.
>>
>>48418902
probably a sniper weapon of some description senpai
>>
>>48418902
Stub rifle/hunting rifle with fyceline-tipped rounds and a good scope. Turns your stub rifle into a anti-tank rifle.

Accurate + Fyceline-tipped rounds is pure FUCK YOU to anything short of power armoured dudes.
>>
>>48361506
Is there a novel upload? Megaupload?
>>
>>48423238
Fyceline in a basic weapon is only +1 and X damage type.
>>
>>48423755
Ah bugger. I keep thinking it's +3 damage for all weapons since i mostly use it in Heavy Stubbers.

Still, +1 damage and explosive is pretty good if you want to pop someones head off
>>
Ok, tomorrow, my players are going to be writing up their regiment.

I figured I'd leave it pretty open if they were going to select a vehicle, but thought I'd ask: are there any vehicles that are straight up bullshit in case they try and pull a fast one?
>>
>>48424604

Superheavies if they pick a superheavy regiment.
>>
>>48425042
Na, I can fuck over super heavies, I think, and I'm going to make it pretty clear that they won't always get to use the tank.
>>
>>48425349
It is legal to make a superheavy regiment where everybody gets a best-quality power field force field sized for vehicles.
>>
>>48425399
I said if my players try and pull a fast one, not my players think I'm brain dead.
>>
>>48425468

What's wrong with a vehicle with a power field?
>>
>>48426214
Why would a guard unit have that?

If you can put power fields on Baneblades, why don't they already pack them?
>>
>>48426875

The whole point of a player regiment is to be above and beyond the norm. If your entire argument is it doesn't feel right, then you have no real argument after all.
>>
>>48427380
Yea, see, this is why I was asking.

I'll know my players are bullshitting me if they go for this kind of argument.
>>
>>48416801
Funny thing is, there's an example at the war for Shadowbrink that tyranid ichor is not acceptable blood for Khorne and he gains nothing from it. At least this was the case for Khornate daemons directly trying to feed from Tyranid body fluid. However, there are other examples of Khornate cults and warbands offering up Tyranid bodies as sacrifices to Khorne.

All sorts of different aspects.
>>
So what is the final verdict on 2E?
>>
>>48428246
It is good.
>>
Hey 40krpg, I'm confused about the wording for Demolition charges in Only War. Would two charges be 3d10+4 Blast(10) or 3d10+2 Blast (5)?
>>
>>48429830
3d10+4 Blast(10)
>>
>>48429884
Oh, fun. That'll get ridiculous really fast because I'm taking modern munitions and making their damage in Only War according to Demo charges and the warhead weight. Thanks! (also accepting other ideas for modelling said munitions)
>>
>>48429934
Anon, what are you planning on exploding
>>
>>48430198
Probably more than 80,000 Leman Russes, as yet unknown numbers of other vehicles, entire regiments of guardsmen, etc. It is a planetary war after all. It'll be great, a tomahawk has a 450 kg warhead, for example. I just need to figure out how to work the penetration of such massive explosives. Maybe I'll trade blast radius for pen value.
>>
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You guys ever have your plots get out of hand and become overly-complex?
I'm running a high-level investigation focused game right now. Started as a nice little "Who killed the Arch Cardinal?" kind of thing... I had a few different factions involved, all with their own goals.
Now there are, at my count, 8 power groups playing off against each other, plus the players, plus sub-factions *within* those groups, plus tangentially related operatives.
We've got something like 20 NPC note cards at this point, and there will probably be more.
I love it. And I think my players do too.

Any of you cats ever have that happen?
>>
>>48430303
I ran an RT campaign for years. There were so many plot threads going and NPCs to remember it eventually collapsed under its own weight. That's sandbox campaigns for you.
>>
>>48430258
You mean things like a manticore missile?
>>
>>48418543
Khorne isn't exactly my favourite main Chaos man, can you tell?
>>
>>48425349
>Na, I can fuck over super heavies, I think
You underestimate your PCs regularly then? Because PCs in a superheavy is a recipe for cheesey disaster.
>>
>>48431193
>Because PCs in a superheavy is a recipe for cheesey disaster.

Or MAXIMUM AWESOME if you stick them all in individual super-heavies, like Knights. Because it's not that hard to scale up battles to become a challenge for a super-heavy tank. The fluff gives pretty good descriptions of the type of battles they are involved in and what it takes to destroy them.
>>
Got a question regarding combi-weapons for Deathwatch:

If I apply Exceptional Craftsmanship to one, does the secondary weapon also get the damage bonus and Reliable trait or just the main bolter? I couldn't see anything about it in the BRB or the errata.
>>
>>48431416
As they're inseparable, I don't see why it shouldn't. It would be an insult to the machine spirit to make a part of itself at a lower quality as the rest.
>>
>>48427380
The whole point of Only War is to be outclassed, outgunned, occasionally outnumbered, undersupplied and treated like cannon fodder PCs are, yet prevail with luck, faith, cunning and sheer stubborness.
>>
>>48427380
Which is why you can run penal legions with no equipment and restriction on classes amirite

I'm sorry senpai but that is NOT the point of player regiments at all.
The point of the player regiments is to create a unified force that fits the flavor and theme of the story you're trying to tell.
The point of player regiments is so you can go "What if there was a guard regiment based on cowboys/zulu/a biker gang etc etc"
Not for you to play out some kind of weird power fantasy where-in your nameless guardsmen are SUPER ELITE SPEC OPS WITH OVER 9000 CONFIRMED KILLED ON CHAOS
fuck off
>>
>>48431787
>Not for you to play out some kind of weird power fantasy where-in your nameless guardsmen are SUPER ELITE SPEC OPS WITH OVER 9000 CONFIRMED KILLED ON CHAOS
fuck off

Funny, that describes the Kasrkin regiment in Hammer of the Emperor.
>>
>>48427380
>>48431787
The point of a player regiment is that it enables the GM and the Players to both be given advantages and disadvantages that pertain to the game both parties want to play. You can make above average regiments and you can make penal legionnaires that use sharp sticks, it's all in the service of the game.
>>
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>>48431787
>cowboy zulu biker gang

fund it
>>
>>48432303
Technically impossible to do as there is no official bike regiment.

Closest you'd get would be using a rapid recon regiment or rough rider regiment.
>>
>>48432375
Close enough
>>
>>48430417
Yes, I'll be blowing those up too. Maybe they'll detonate sympathetically.
>>
>>48416593
Thanks! to be fair I'm not really familiar with the nids. I could very well do away with them and only use chaos cultists. I really liked the whole Starship troopers vibe tho. I guess I could just use some fauna disrupted by chaotic influence.

CSM would have been following a tech-priest leading an investigation on various relics, and ultimately SM arrives as backup for the priest. Fighting over a burried Titan ensue, but it will reveal itself to be corrupted already and it will get nuked to oblivion by the Imperial fleet on orbit.
>>
>>48433047
Forgot to mention, after the PC learn about the bombing, I'm thinking of them finding a way out of the planet entirely anyway. I think the whole crew will just join in a global evacuation.
I'm aiming for a rather short campaign, since it will only span on a month.
>>
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>>48431193
>Because PCs in a superheavy is a recipe for cheesey disaster

I doubt that. Superheavies are just bigger vehicles with bigger guns. As long as the GM and players are both on the same page, a superheavy can open up all sorts of new missions, like line-breaking, siege assaults, and heavy air support.
>>
>>48432259
>The point of a player regiment is that it enables the GM and the Players to both be given advantages and disadvantages that pertain to the game both parties want to play.

You CAN make a penal regiment as >>48431787 suggests, or a recovery regiment, or an artillery regiment, but usually what everyone makes is SUPER ELITE SPEC-OPS unless the GM and players have something different in mind, OR the GM railroads into yet another Band of Brothers / Generation Kill ripoff
>>
>>48433734
This answer seems kinda redundant. If the players and GMs make super elite spec ops then that's the game they want to play, if they don't then they don't. GM railroading to play the game he wants to at the expense of the players is always a bad sign, but it's not one unique to Player Regiment generation.
>>
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>Really want to run a game
>Worried that my schedule will conflict with the game and cause it to die prematurely

what do
>>
>>48437432
Schedule it for once every 2 weeks.

Get a Co-GM?
>>
>>48437810
I mean I suppose I could do that but I don't know
>>
Ok, so in Hammer of the Emperor, Kaskrin get access to Environmentally-Sealed Carapace, which doesn't seem to exist in any of the books.

How would you rule that? I was going to call it a combo of a survival suit and a respirator, with maybe a void suit thrown in, and then figure out how to cost it past that.
>>
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>>48440357

Environmentally Sealed is a vehicle trait.

The vehicle is sealed off from the outside world completely, allowing it to function in almost any environment. It will also have its own life support system. Vehicles that become exposed
due to Critical Damage results lose this ability until their armour is repaired. Passengers and crew cannot fire their own personal weaponry from a vehicle with the Environmentally
Sealed Vehicle Trait without first breaching those seals.

Note that environmentally sealed is used throughout the lines, like Deathwatch's osmotic gill. The closest infantry equivalent would be Vac-Sealed from Black Crusade, treating the armor as a self-contained armored voidsuit with its own air supply, and essentially immunity to airborne toxins and threats. For spess mareens, the air supply is indefinite. For normal peeps, the air supply is about 6 hours.
>>
>>48440654
I always just treated it as having the benefits of the survival suit + a respirator.
>>
>>48440847
That's what I was thinking too, but I do like the Vac-Sealed Upgrade.

Figured on counting it as a rare upgrade for the armor, so 15 points. One point less than the two, but it has a 6 hour time limit, as opposed to the practically infinite limits of the suit and respirator.
>>
Ok, so passing some ideas off.

My players picked a Death World and Lost Homeworld, and they had an idea for a radiatation wracked world.

I was thinking of some basic fluff for this world, and off the top of my head I got this:

World that some feature moved it far too close to the sun, leaving it inhospitable to the extreme. Everyone lives underground, and the only living things on the surface are mutated men and monsters, who constantly seek to break into the cities.

The world produces nothing, provides nothing, and has no seeming value. Indeed, the only thing it can provide is soldiers, who fight constant battles against the mutants and monsters to defend their cities.

The big secret of the world is that was long ago selected by the Mechanius as a storage for a weapon of unbelievable power, long before it's orbit was shifted. This secret has all been lost except to a very few, but the treaties it bears have not, which is why this world is kept running and supplied despite providing almost nothing. No one alive has any idea how to operate the weapon anymore, and those still aware of it fear what might happen if it were ever activated incorrectly, so they hide it's existence, even from the rest of the Mechanius.

The planet came under attack by something(Orks, the mutants somehow organized, some other enemy) and was faced with almost certain defeat, and their calls for aid going unanswered. Eventually, the senior techpriest, in charge of watching over the weapon, decides there's no possible hope, and enacts the final failsafe to prevent the weapon from falling into enemy hands: He blows the entire planet up, and everyone on it.

I figured on expanding more, especially in relation to the regiments doctrines and the like, but that was a basic backstory I came up with.
>>
If some Joe average regiment got absorbed by Kriegers, how terrible would their lives become?
>>
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>>48441649

Turbo-terrible. Those guys can barely be considered human after what BL did to them.
>>
>>48441680
That is good to know, I'm halfway tempted to try to run a game where the players have to survive a Krieger tour of duty
>>
I'm running a rogue trader game.
How terrible is this idea?
TL;DR, warp storm eats a rogue trader's ship while the rogue trader, a xeno specimen and the RT's bodyguard are kept in cryo. Crew is dead. It gets thrown into a space hulk, where chaos demons and space marines are invading, fighting ork boyz.
Luckily, they get lucky and crash inside of an armory, that was untouched, left overs from the dark age of technology. As they wipe off the las-gun cases, and uncrate the various boxes there, they would find a distress beacon there, as a way of getting off of the hulk. There would also be an opportunity to steal one of the less warped chaos ships, or to try and steal something from a mek's shop.

What do you think, /tg/? A decent introductory session here? I plan on running the game as a group looking for Badrukk's treasure, which is rumored to have a STC in it.
I accidentally posted this to 40k general
>>
>>48444328
Why would the PCs be in cryo on their own ship?
>>
>>48444554
No idea. I'm going to fluff it away as memory loss.
>>
>>48444554
Probably because poor management led to nearly everyone dying of sepsis and starvation. Great work, RT.
>>
>>48441649
>>48441743
Go read Dead Men Walking and come back.
>>
>>48444967
Oh I've read it, just wasn't sure if it's the norm or not. It's been a while since I read it, too.
>>
So, does support specialists benefit from regiment wargear choices?

If the regiment has carapace gear as standard, would an Ogryn also be packing carapace?
>>
>>48448504
Yes.
>>
>>48448563
Alight, neat.
>>
What happened in the last session you played?
>>
>>48450856
>We arrived in a system after following the coordinates recieved from a smartphone wielding human ambassador of an highly advanced civilisation that also was a potent unsanctioned but stable psyker
>The system consisted of several planets and moons, the main biosphere (we called planet shadowrun) was fully inhabitet by said civilisation, a few planetary bodies were inhabited
>First thing we encountered were a few freighters, frontal mounted plasma weaponry and drive tech smaller and more potent than imperial equivalents.
>Next were a few frigates and a cruiser we could not analyse, because they detected our tries of focussed augury and requested us to cease this action.
>After making orbit around the capital planet we were requested to use a shuttle of local manufacture and not our own due to pollution concerns, we agreed of course.
>After landing we were shown around the capital city, basically a multilevel city full of arcologies, guarded by some kind of police force.
>We were then shown to the mansion we were supposed to wait at until we meet their leader, so until that was going to happen we did a few shenanigans.
>The ork went on a sightseeing trip using a local hovercar he wasn't trained to use
>The tech priest hired some of the rest of the party and tried to contact the local underworld to get some samples of their highly advanced weapons technology, so far we made a contact but we don't have any weapons yet.
>Entering the government building revealed a few things, many of the psykers of the planet moved around the area, mostly we saw the psychic guards, all unsancitioned of course.
>Meeting the leader it was explained that the civilisation was about 14 millennia old with supposedly very little STC degradation.
>>
>>48452439
>The leader was a 2,13m tall woman clad in power armour matching the size, but unimpeded by it's bulk (moving like a space marine), she was beautiful and a stable alpha to alpha+ level psyker.
>The negotiations with her was as easy as it gets, she basically accepted the proposal for her civilisation to join the imperium.
>She supposedly knew what was going to happen if she wouldn't (Crusading the shit out of her system), but still it felt rather easy.
>I forgot to mention that despite all of the planet speaking exclusively an ancient dialect of high gothic she spoke low gothic perfectly and she was more than 2 millennia old, well that was the confirmed timeframe after she "woke up", at least that's what she told us.

I'm not usually sharing or writing greentext, but I want to know what you elegan/tg/entlemen think.
>>
>>48452454

Sounds like a daemon incursion waiting to happen
>>
>>48454305
It's always a daemon incursion waiting to happen.
>>
Anyone have a decent printer-friendly Only War sheet?
>>
Hi, I'm pretty new to DMing and new to Dark Heresy 1e and I would like to have some advice and tipps from you guys.
I have a 6-man group and two guys are really into the warhammer 40k universe (they know much more then me, and well often argue with me).
One of the two guys is our DM in DnD 3.5 and constantly says how bad Í am at Dming (no shit sherlock, i'm not that good at improvising.) And knowing the habbits of our group i rather wanted to play a only war, and not dark heresy, because our dnd group isn't that much into roleplaying (although we are really doing it quite often in the last time).
So our group consists of two psykers (and the guy who knows something about the universe constantly says: yeah, nobody wants to speak with psykers, you can see it on the face, because of the mark. And then he is using the powers just like every time (he rolled some nines in a row and even rolled really bad on the good old fuck-you-table, i like it, gives you demons and shit, and kills your party quicker. The other psyker is rather new to the universe, but likes the system. He doesn't really uses psypowers and wanted a force sword (i gave him the axe) to do meele stuff and kill it that way). Then we have a techpriest (who is the other guy that knows a shitton about the universe, but always says, yeah, i can't talk to people i'm more like a robot, and less a human, but he's rather good at making stuff up for flavor and fun and i really like it.
Then there is the feral worlder, an assassin, the min-max munchkin in the dnd campaign, always looking for loopholes (and well, i think there are a loot in dark heresy, because it doesn't determine so much. My English isn't the best, but some rules are rather vague, or am I just so bad at English :() Anyway, may the goddess MinMaxi ever be in his favour.
>>
>>48460168
cont.
Then we have a soldier and an arbitrator, but as always, more for the pewpew way, less for the sneaky talkative way. Nobody skilled much in interactive skills.
And i don't like the system either, and go rather easy on them with skill checks. I just say what they have to know, when then roleplay good, and if they do it bad, then don't get any information. The question is, should i go easy on them, or just play it normal as in the books. I'm currently running the "Purge the Unclean" campaign and they are in Hive Sibyllus, but our DM sad last time about the tavern: If thats the Head of a Saint, this won't last long, tomorrow this place will be shut down by the authorities. And then he just constantly says: Yeah we are the Inquisition, we can do that. I would appreciate some tipps and i'm too scarred to kill of their characters easily.
>>
>>48460187
I so don't what the details of what you're trying to say.
>>
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ADMECH RUSTSTALKER BUMP
>>
>>48462213
Rust stalkers are usually faster than that.
>>
Any GMs running any DW or BC games?
>>
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>>48460168
>>48460187
I'm a bit confused, but all I can say is this:
Switch to DH2, it's better balanced. Sort of.
Put your foot down. Sit down and commit to reading up on 40k lore. pdf related.
Tell your players to stop questioning you. If they think you're wrong, take a break and discuss. If they won't shut up, tell them that's just the way it is.
Don't let them get away with using Inq. authority too easily; I made the same mistake. If they use it, make people immediately stop talking to them, or have enforcers arrest them for disturbing the peace. If the big =][= isn't with them, they hold practically no authority unless they can get it on their own.
Honestly, ask your players how they feel about character death. If they want to see these PCs last, don't put the worst you can find up against them. Only use enough to force them to use fate points every other session. However, if someone makes a boneheaded move that's not dependent on a roll, don't be afraid to kill them.

I think that's about it. The Emperor Protects.
>>
>>48464727
>If they use it, make people immediately stop talking to them, or have enforcers arrest them for disturbing the peace.
That's a kinda silly way to go about it, imo.

Sure, have people become more guarded about their info and avoid sharing anything that might cause trouble, but stonewalling should be saved for code of silence types.
>>
>>48460168
>>48460187
Your Psyker sounds like a scummy power-gamer. Luckily, he seems eager enough to kill himself. DH1 in particular is much easier to roll on the Psychic Phenomena charts (the fuck you table). But you should listen to what the tech priest has to say. When he says "People don't talk to me and I don't want to talk to them, that's accurate. It's also accurate for the Psyker, if he's regularly slinging fireballs about, walking on the ceilings and making peoples eyes explode, and two of those are by mistake. But bump it up, reckless Psychic activity is often solved with mob rule and witch hunts, officials may start to look into the matter and try to subdue the Psyker as he's a threat to the public. And evil Cultists may think "we can use this guy, he's summoning Daemons by accident and we need a Daemon". Actions have consequences anon, don't be afraid to throw the book at them.

Likewise, when your players just flash a badge and exercise authority they're just borrowing, there'll be consequences. WHile people may be scared of the Inquisition, officials will often ask for some proof of identification. If this can't be provided, impersonating an Inquisitor or an official is a crime as well. And even if they do muscle over some bar-owner, imagine how furious their Inquisitor will be when people start saying "Oh, I heard you got that pub shut down for no reason?", they're abusing his authority and he might want a word with them about it. Push back when you need to anon, don't let them walk over you.
>>
>>48464727
>Note on language
>nothing about gothic
What a shit
>>
My character in Only War finally bit it, so now I'm rolling up a psyker. Not super familiar with how they play. Any advice on what's a must-take and what's a trap option? Should I focus toward supporting the rest of the squad or dealing damage or what? How of the is unfettered or push worthwhile?

I'm leaning towards focusing on Telekinesis and Divination as disciplines, just cause they seem neat.
>>
>>48457852
I gotchu Senpai

This is the one I use, there's a mistake on the first line of the skills, should say Trained, +10, +20, +30, just says +10, +10 +30 (iirc)
>>
>>48468202
>talents, skills, and characteristics not on one page
Groan-zone
>>
>>48468085

Pushing got nerfed. Just unfetter.
>>
>>48465872
I mean if they start using it as an excuse. If it's when they absolutely need to, fine, but there should be repercussions for just throwing the big I any which way they like.
>>
>>48462213
How would you stat their vibroblade thing?
>>
>>48471979
Transonic Blade Class Melee DMG 1d10+5R Pen 5 Balanced, Razor Sharp
Transonic Razor Class Melee DMG 1d10+1R Pen 5 Balanced, Fast, Razor Sharp

From my skitarii units table.
>>
>>48472432
>Fast

Like the WFRP weapon quality?
>>
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>>48471979

Transonic Razor
Melee, 1d10+3R, Pen 4, Transonic

Transonic Blade
Melee, 1d10+6R Pen 4, Balanced, Transonic

Chordclaw
Melee, 1d10+4R, Pen 4, Transonic, Molecular Dissonance

Transonic: Attacks that score Righteous Fury ignore the target's toughness. If a target is hit and wounded by at least one attack with this weapon, subsequent attacks are resolved at Pen 12.

Molecular Dissonance - If the bearer of a weapon with this quality has the Swift Attack or Lightning Attack Talent, they may declare a single hit in the attack as a Dissonance Attack. This Dissonance attack ignores the target's toughness bonus when resolving damage. This hit must be declared before Reactions are performed.
>>
>>48473434

It's in Inquisitor's Handbook.
>>
>>48470516
Are you think of DH2? Pushing in Only War is just as good as it was in Black Crusade.

(In DH2 it's very bad indeed; it goes from more powerful, more likely to succeed, but riskier, to more powerful, less likely to succeed and riskier)
>>
>>48473593
I noticed the Graviton Singularity Cannon is lacking a range and the votex rule in the collapsing singularity special rule.
>>
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>>48474341

You mean in The Fringe is Yours? Yeah that's a bug. I'll fix the range soon. There's a big list of stuff I need to fix in the book.

As for the Vortex rule, it's described in the Collapsing Singularity quality.

"A result of 1-10 on the Ballistic Skill test increases the attack’s damage by 3d10, and causes the blast to remain on the battlefield. The blast will scatter 2d10 meters in a random direction at the start of the Knight’s next turn. After resolving the attack again on the new location, there is a 50% chance of the black hole finally closing. The black hole will continue to move and scatter about at the start of each of the Knight’s turns until it closes."
>>
Any groups playing rogue trader that has a spot open? Really wanting to try it.
>>
>>48474781
Gamefinder thread had one
>>
>>48473610
Oho, so I see.
>>
So I'm writing up a biography for a Tau character for RT using the 1d4chan "Making Characters for Character-Driven Games" article and I'm not sure what to put in for supporting caste.:D I'm assuming Tau culture is similar to Qunari from Dragon Age where no one knows who their parents/family are, they're all just raised in indoctrination schools. Also, having a lover or spouse is out since Tau have pre-arranged breeding sessions set up by the Ethereals or whatever. What kind of personal relationships are Tau allowed to have?

Character Inspiration: https://www.youtube.com/watch?v=NpY6iDJoMlU
>>
>>48477063
Fluff might have changed, but the first Tau codex has a Tau writing a letter to his sister and I believe referencing parents.

My take on it is that Tau have pre-selected breeding partners/mates who will usually assist in the rearing of a family, similar to modern humans.

However, Tau are very society-oriented and usually form their closest emotional bonds with work mates, who are not necessarily reproductive partners. The "Bonding Ritual" has been compared to a marriage by Imperial observers, and I think that has interesting implications for Tau culture: the deepest emotional connection is one forged in shared labor for the benefit of the civilization as a whole.

I assume Tau are encouraged in cross-caste fraternization, up to a point. It's good if the Fire Warriors know that the Earth Caste settlement they're protecting is full of decent people you could have a drink with, not nameless assets to be disposed of. On the other hand, any kind of romance/un-arranged breeding would be strictly forbidden. So, you likely have non-caste friends and acquaintances, but your closest bonds are all within caste and within work group.

I also go for a less Grimdark, more subtly Orwellian Tau who keep the sinister parts of their rule well hidden, so take all that in mind.
>>
>>48477217

Half of the Shadowsun book is her writing letters to her sisters and father, and when she becomes the last of her line, resisting the command to go home and raise a family.

So Tau have families like normal, if not a little guided by ethereal eugenicists.
>>
>>48477217
>I also go for a less Grimdark, more subtly Orwellian Tau who keep the sinister parts of their rule well hidden
Same here. I'm not a fan of the overly brutal way a lot of people seem to portray them these days.
>>
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>>48477347
My Gue'la.
Frankly, I think making the Tau Sooooper Evil kind of defeats the purpose of them. There should be a sinister aspect to be certain (the Ethereals seem to be able to order subordinates to commit suicide...), but it can't be something blatant. This is the faction that was introduced with images of them desperately evacuating civilians from the front line. They censor their news broadcasts because they don't want people back home to see too much carnage, just heroic Fire Warriors and sufficiently humbled enemies (who will be treated fairly and integrated into the Empire). They really *believe* we can all work together and make this galaxy a better place.
That they're on the path to certain destruction or becoming Imperium 2.0 is what makes them fun. You go too Grimdark North Korea in Space, and they become just another faction of assholes as opposed to illustration of what human empires probably looked like before Old Night.
>>
>>48420835
Gave it a read. Was interesting to say the least. Good work.
>>
>>48474698
I thought more that vortex grenades are already described in RT Faith and Coin, and in the tabletop it gains the vortex rule. Wouldn't it be more logical to adapt already existing RPG mechanics?
That question is more out of curiosity to understand your thought process.
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