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/40krpg/ 40k RPG General

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Robot Crew Best Crew Edition

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.

Mars Needs Women! Rampage of the Nerds! (V1.0.0), a new /tg/ made Only War supplement for playing as Skitarii, Cult Mechanicus, and joyriding an Ordinatus!
https://www.mediafire.com/?irijme05vbks7q4

Old thread: >>48776141
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>>48855620
Is it just me or is the stealth claw in enemies beyond kind of weird? It feels a bit scattered in what it wants to be, what with it having Sanctified and that odd bit about adding psy rating to damage on an All Out Attack of all things.
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>>48854400
Only if you literally play vanilla.

The Deathwatch RPG does a fantastic job of guiding players on how their characters would react to being pulled from their parochial, one-size-fits-all Chapter Backgrounds and forced to play nice with a bunch of assholes who are just as parochial, but in radically different ways. The enemies might hit harder and be more numerous, but the real tension comes from playing off the strengths and weaknesses of all characters.

The Ultramarines contribute large amounts of brothers to the Deathwatch, particularly tyrannic war vets or others with special alien-fighting expertise. Other chapters sometimes do the same, but more often send Marines to gain further experience and bring knowledge back to the chapter.

An ultra tac marine is going to think they know more than the squad they lead. They may express this with varying degrees of humility, but they are secure in the knowledge that they've probably done or seen more than their counterparts. Among other things, this means they will be less likely to support alternative tactics and more likely to internalize every failed mission they command.

YOU are that space marine, Anon. Play the glory boy.
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>>48855835
Yeah, that thing is really dumb, especially because one of the other books already has that assassins creed sort of thing
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>>48855620
So, anybody have any interesting Homebrew stuff they've made for their games, such as weapons, equipment, NPC's, etc.? I try to homebrew new and interesting things for my players, because all of us are super-into the lore and like that type of thing.

Something I just made, looking for critiques:

Tyrmon-pattern Assault Shotgun

>Designed as a solution to the extreme danger of using Bolt-weapons in the tunnels and warrens of Tyrmon, the Tyrmon-pattern Assault Shotgun is a highly-advanced shotgun designed for use by the Sororitas of the Order of the Brilliant Hand in their constant tunnel wars with the Genestealer Cults and the Forgotten Sons renegades that live deep in the forgotten corners of the planets caverns. In addition to being more powerful and accurate than most shotguns, they are also equipped with a various tools and useful upgrades for tunnel fighting, the most valuable of which is a fire-selector with an inbuilt secondary ammo magazine that can be loaded with specialist ammunition, such as the favored Flechette and Dragonspurt shells.

>Basic; Range 50m; S/2/4; 1d10+5 I; Pen 1; Clip 24(36); Scatter, Reliable, Made to Order+, Secondary Magazine++; Rld 1 Full; Wt 8kg; Avail. Very Rare

>Made to Order+: These weapons are custom-designed specifically for the Sisters of the Order of the Brilliant Hand, and to be wielded by a power-armored form. All individuals attempting to wield this weapon without either a Recoil Glove or not wearing Power Armor (of any kind) suffer a -10 penalty to BS.

>Secondary Magazine++: This weapon has a secondary magazine that can be loaded and reloaded independently of the main magazine. This can be loaded with either twelve(12) Unusual or Specialist Ammunition, or loaded with 12 additional standard rounds (bringing the total clip size to 36). Reloading this secondary magazine is a Full Action.

>Add.: All Tyrmon-pattern Assault Shotguns are equipped automatically with Red-Dot Sight, Flashlight, and Fire Selector.
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>>48856879
Correction: It's supposed to have a range of 40m, not 50.
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>>48856879
It's rather strong, but since there's two stronger patterns in vanilla DH I guess it's still fine.
I however don't like the word "designed" in combination with labeling it a pattern.
Maybe calling it modified from an existing pattern, hand crafted, improved or something else would fit the theme of 40k more.
Innovation, while even though it exists is extremely rare in the imperium and it makes the order of the brilliant hand sound less like a special snowflake.
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>>48856879
Seems a bit odd giving them a red-dot sight.
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>>48856879
Is this made with the multi-hit Scatter or the extra damage Scatter in mind?
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>>48856879
It's not great, and would still need some more work were it more than a short little bit of homebrew made for a friend, but I made rules for playing a worshipper of Malal in Black Crusade.
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>>48857111
That's fair. I completely forgot to mention that this is for Rogue Trader, so "powerful weapons" are sorta the norm.

My logic for them having a custom "designed" weapon is that it's designed for the Sororitas - almost all of their stuff is custom to begin with, and the bill is footed by the Ecclessiarchy. They have their own special Power Armor, their own special Bolters, etc. While there are a few Tech-Priests on good terms with the Mechanicus, the Ecclessiarchy has a long history of circumventing the AdMech to get their own special stuff, and this particular variant weapon is produced locally specifically for this planets conditions (it's a "hollow" world filled with caves and underground Hives, as the surface is completely inimical to human life). There is a precedent for them getting custom gear, so I feel like it's "appropriate" (if a little specific) for them to get them, especially since the Sisters don't have a "shotgun" of their own to use (unlike say Space Marines).

It's also strictly made for the Sisters - they don't share these with outsiders. It'll be EXTREMELY difficult for the players to nab one of these without looting an enemy who has in turn looted one from a Sister (which some of them will, but they'll be rare).

>>48857166
The tunnels are often half-lit with bioluminescent fungi and planet life, and they also do missions in the Hive parts of the planet. The ability to flip from one to the other is useful for this planet.

>>48857208
Multi-hit, as this is for Rogue Trader.
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MEGA guy is still alive, if updates or additions are needed.

If its an addition, provide a link. Don't just demand I go find it.

If I drop of the face of the earth again, and something breaks in the MEGA, feel free to bitch on my 1d4chan talk page, its the only reason its there. Just look up ZeroSumGame.
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>>48857280
Not bad. While I'm not a huge fan of Malal personally, it seems to be pretty fluffy, offers some good rewards, but also runs the risk of harming yourself in the process.

For "The Fear of the Fearless," to keep it in-line with Malal's fluff more, I'd have only those who are aligned to Chaos or From Beyond suffer from the effects of Fear, rather than just a blanket "Ignore Fearless." Malal terrifies the followers of the Ruinous Powers (that know of him), but to the Imperium or other Xenos they're just one more servant of Chaos.

Other than that, it looks pretty interesting.
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>>48856879
The Crumpington las-lock, a modified las-lock designed by the npc David Crumpington, a noble from Praetoria (space Britain).
Range 200m; 1d10+6 E; pen 2; clip 1; reload Full; S/-/-; Accurate, Reliable
It functions like an old Martini-Henry rifle, where you have to open the breach with a lever and load a new bullet-shaped charge pack between each shot.
The npc also has an Ogryn manservant called Bert who carries the rest of his hunting equipment for him, including a las-cannon, a heavy stubbed, shotguns, autoguns, grenades, and so on.
The npc is a support character and occasional quest giver in a Rogue Trader game.
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>>48856879

Most of the stuff that I make is taken from the codexes - there are a few truly "kustom" things I've made, but everything I made has ended up in the OP.

These are some of the relics that my Deathwatch team, the Republican Commandos, use. Each one involved a rather long quest / spirit journey to truly unlock. Naturally, they come from Horus Heresy Book 4.

Gladius Invictus (Short Sword)
Melee, 1d10+8R, Pen 10, Power Field, Balanced, Master-Crafted, Tearing, Shield-Mocker, Duellist's Edge

Photonic Blade (2H Lightsaber)
Melee, 1d10+2E , Pen 12, Power Field, Fleshbane, Blind, Master-Crafted, Soul Blaze
Two Handed, grants the Fear (1) Trait against enemy in melee combat, or increases the bearer's Fear Rating by +1.

Burning Claw (Lightning Claw)
Melee, 1d10+10E, Pen 8, Power Field, Master-Crafted, Proven (4), Tearing, Armorbane
Add +1 Damage per Degree of Success (+2 when equipped with a second Lightning Claw).
(This is the fixed version)

Parthinian Serpent
Basic, 100m, S/-/-, 2d10+9E, Pen 12
Accurate, Master-Crafted, Pinning, Precision Shot, Preternatural Targeting

Duelist’s Edge: When engaged in single melee combat with only one other enemy, the enemy is suffers a -10 penalty to dodge and parry tests.
Shield Mocker: Ignores protective fields, and ignores armor granted from combat shields, storm shields, etc.
Soul Blaze: Upon hit, enemy must test Willpower, or catch fire. Fire inflicts 1d10+4 damage, wounding vs Willpower.
Precision Shot: Enemies suffer a penalty of 5xDoS on BS test to Dodge. Against Hordes or Formations, the bearer may selectively target enemies with a Called Shot option.
Preternatural Targeting: The bearer ignores ALL penalties to his Ballistic Skill test when firing this weapon. Bonuses are applied as normal.

Each is a one of a kind relic, though only the Burning Claws see consistent use because standard Full Auto bolt weaponry is just THAT good in Deathwatch.
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>>48856879
Another weapon, for the same planet:

Tyrmon Fireglaive

>A modified and "militarized" version of a common mining implement of this world, the Fireglaive is spear with a multi-faced chain head, with its chains designed specifically to churn through the hard rock and limestone of the planet during mining operations. To further enhance this tool, ancestors of the Tyrmoni attached small, high-pressure water jets along the length of the blades, to further facilitate the cutting action of the tools. These military models have since be repurposed by the Tyrmoni Guards to instead emit high-heat jets of flame, superheating the blade and inflicting horrific burns in addition to the shredding action of the chainblades. While many Tech-Adepts in manufactorums of the world frown on this modification, none can deny its incredible effectiveness in the tight confines of the Tyrmoni Warrens.

>Melee; 1d10+5 R; Pen 5; Tearing, Burn-Blades+, Awkward++, Unbalanced; 13kg; Avail. Rare

>Burn-Blades+: The high-heat jets of flame ignite and superheat the blades of these weapons, causing targets who are hit by the weapon to take an additional 1d10 E damage (rolled separately from the original Damage roll).

>Awkward++: This weapon is not easy to wield with any degree of finesse for all but the strongest individuals. All Attacks made by this weapon suffer a -10 WS and -10 Ag penalty unless the individual wielding it has a Strength bonus of 4 or higher.
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How would you stat out say, a DAOT ship? I'm thinking of running a game set towards the end of the DAOT or a game where the PCs are a DAOT group sent to the 41st millennium.
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What editions/systems do you guys use? Currently browsing rpg.net reviews to see what's what but I'd like anon's opinion on the subject.
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>>48857960

Closest you will get is the Ark Mechanicus, which has a bunch of DAoT systems. Overall, ships defensively would not be that different, but offensively you can pretty much make up whatever, and go real deep, with volkite bombard implosion spheres, phosphex nega-webs, kinetic lances, and all sorts of other stuff.
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>>48857978
Rogue Trader for days, though I browse all the other lines for ideas and stats for things like Necrons and CSM.
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>>48857978
That question only applies to Dark Heresy as it is the only one of the entire line to have a second edition. Speaking of which, DH 2e.
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>>48857653
Nice. Please tell me he does nothing all day but hunt exotic game and shoot the shit with other nobles about the "good old days," with casual racism/classism and good humor all around.

>>48857783
That stuff's pretty damn powerful, but then again it's for Deathwatch, and that stuff is on a whole nother level to begin with.

I especially like the Burning Claw, because as you said it's pretty cool. Is there two of them, so you can double-stack the bonuses? Because that's powerful as fuck.
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>>48858115
>Is there two of them, so you can double-stack the bonuses?

Funny story about that. I gave the player two, because I misread the entry in the book. I assumed Lightning Claws always came in pairs. He, as a result, can rip heavy tanks in half, and has become the most terrifying punchmareen in Segmentum Ultima.

The actual relic in the book is only one Burning Claw, thus in the RPG there should only be one Burning Claw. I let him keep the second claw though, since it was a cockup on my part, and Prospero book with Space Wolf stuff will be released after the series is expected to end. The second claw has a special ability where it gains Devastating the more he attacks, and becomes more Wulfen as a result.

The Parthinian Serpent Bow also has special ammo types, flame, bolt, and light arrows that cost fatigue to fire. Those won't show up in future books though. They were just a fun thing to add for the game.
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What was the comfiest your group has ever been in-game?
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>>48856879
I've got a warband of Slaanesh in my RT campaign that sadistically uses exclusively Eldar weapons, because they hate Eldar above and beyond what normal Slaaneshi Marines do. They've horribly corrupted and perverted the weapons, and made them all the more potent for it.

Corrupted Shuriken Catapult:
>Range 60m; S/3/10; 1d10+5 R; Pen 6; Clip 100; Rld 2 Full; Tearing, Soulscream+; 6kg; Avail Near Unique
>Soulscream+: This weapon has been corrupted and perverted to the dark whims of She Who Thirsts, and the wraithbone of the weapon itself imparts this soul-shredding terror and pain upon its victims. Any individual hit by a Corrupted Eldar weapon must take a Fear test or gain +1d5 Corruption and Insanity points. This test is taken at a -10 Penalty for members of the Eldar race, and must be taken even by Eldar that would otherwise be immune to Fear. Eldar who fail this test gain 1d10 Corruption and Insanity points instead of 1d5.

Corrupted Shuriken Cannon:
>Heavy; Range 110m; -/-/6; 2d10+6 R; Pen 3; Clip 200; Rld 3 Full; Tearing, Soulscream; 25kg; Avail. Near Unique

Corrupted Splinter Cannon:
>Heavy; Range 110m; -/-/10; 1d10+5 R; Pen 5; Clip 300; Rld 3 Full; Toxic, Soul-Toxin+; 10kg; Avail. Near Unique
>Soul-Toxin+: These weapons have been imbued with the glorious and dark whiles of Slaanesh itself. A target who suffers damage due to Toxic is also Stunned for 1d5 Rounds, and gains a number of Corruption and Insanity Points equal to the number of rounds stunned.

Cont.
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>>48858262
What is this, a 30k supplement?
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>>48858508

One day I'll have it ready. One day.

I already have the full armorium done with things like Volkite and Phosphex, like 20 new vehicles ready, three new specializations (Breacher, Destroyer, Seeker are complete, and Recon under development), a new Advanced Spec (Centurion Consul complete, with more like Warsmith and Iron Father in progress), Rites of War (oath replacements) that control asset deployment, and two of eighteen legions half-complete. The players of Spess Mareen Republican Commando are fielding their new gear as they deem necessary, but as stated, Bolt weaponry is the standard go to.

The Commandos are a Wolf Priest, Consul Delegatus, Forge Lord, and Champion. They really seem to like the 30k stuff, and are offering tips and suggestions on how to fix some of the rougher stuff.

I took a break from it to shart out Mars Needs Women on a whim.
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>>48857280
I've been kicking this idea around and I think it could work with your malal stuff, particularly if you have champions:
>Thrice Blessed, Once Cursed
You have chosen one god specifically as the target of your unending hatred and the other 3 gods approve and support such folly. On top of that, you have successfully ruined the designs of your chaos god-nemesis so hard that that god has marked you for death and worse. You are on the frontline of the wars between chaos gods, keeping one god in check while freeing up territory for the other three.
>False Saints
When an imperial citizen is about to be overwhelmed by the forces of chaos, they reach out to the Emperor for salvation but most of the time the emperor is busy. That's where Malal comes in, to pick up the slack and hand out boons to desperate individuals. While the person aided by Malal may appear to be holy, they only leave a more refined, slow-growing form of chaos in their wake.
>Reversion to Grid Prophecy
According to Necron lore, The warp was once a transdimensional flowing energy grid that became ruined and dilapidated, eroding into the warp and being refined into the webway. It is said that if a single chaos god ever successfully dominated the warp then an inevitable slide toward order would occur and The Grid would return. Agents of Malal actively try to prevent this.
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>>48858584
run a game for me I've waited like six years
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>>48858456
The group went to a feudal world at the behest of the king of sorts. They spent one night at a medieval noble's guest house, with hand made quilts, feather beds, a fireplace and such. They ate delicious fruits and freshly butchered game. All except for one character with a noble quirk that made him wary of poison. He ate rather standard rations.

To the fella from the hive world it was bliss.
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>>48858606

The next game I will run after Spess Mareen Republican Commando is an Only War game, Solaris: Binary Soul. Everyone on /tg/ is more than welcome to apply to it. I expect to start running it in January, or early 2017 if not then.

And after that will be C'tan Star Stories in RT, the last game I intend to run.
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>>48858025
How would you stat implosion spheres, phosphex nega-webs and kinetic lances?
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>>48858641
>And after that will be C'tan Star Stories in RT, the last game I intend to run.
But why?
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Can Marines get depressed? How would it even affect them?
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>>48858667

I already have Volkite ship weapons in The Fringe is Yours. Take a look for stuff in there. It will soon be updated to have phosphex nega-webs and kinetic lances.

The nega-webs need consideration (probably a nova cannon variant with toxic, corrosive clouds that follow ships), but for the Kinetic Lance I was playing around with something like

Power 10 Space 5 Str 4 Damage 1d5, Crit 4, Range 6, SP3 (Very Rare), Kinetic Lance

Kinetic Lance: This weapon ignores armor like a lance, but generates and combines hits like a macrobattery.

It's still really clunky right now, since I'm still working on it. But testing has proven the idea a sound one. Eventually it will be added to The Fringe is Yours.

>>48858668

Because after that I'll have nothing more to say, and no more stories to share.

>>48858709

Depends on the chapter. Some internalize it, others go frenzy with it.
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>>48858781
But you've been running games for basically all these years I've been browsing this board, and I don't like change mister.
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>>48858465
Corrupted Splinter Rifle:
>Basic; Range 80m; S/2/5; 1d10+2 R; Pen 3; Clip 100; Rld 2 Full; Toxic, Soul-Toxin; 3kg; Avail. Near Unique

Corrupted Splinter Pistol:
>Pistol; Range 50m; S/2/-; 1d10+2 R; Pen 3; Rld 2 Full; Clip 100; Toxic, Soul-Toxin; 1kg; Avail. Near Unique

Soul-Breaker:
>Basic; Range 20m; S/-/-; 1d10+8 I; Pen 0; Rld 2 Full; Clip 2; Flame, Soul-Eater+, Driven by Desire++; 4kg; Avail. Near Unique
>Soul-Eater+: While not strictly a "flame" weapon, Soul-Breakers operate on essentially the same principle, spewing a highly psycho-degenerative fluid that breaks down both organic tissue and the sanity of the target at the same time. Targets that fail their Agility test to avoid the Flame effect do not suffer the 1d10 I damage as normal, but instead take a Hard (-20) Willpower test. For every degree of failure, they incur an additional point of Damage (ignoring Armor and Toughness) and Xd5 Corruption and Insanity points, where X is the degrees of failure suffered. Psykers double all of these values, and a Psyker killed in this way automatically triggers Psychic Phenomenon, centered around the target. Furthermore, this weapon does an additional 1d10 I damage to living targets (i.e. not Machines or Daemons).
>Driven by Desire++: In the hands of an individual fully dedicated to the Prince of Pleasures, this weapon does not consume ammunition normally, but instead draws upon the depravity and dark power of its wielder directly. The weapon changes its Clip Size to 10, and when it runs out, the wielder may choose to take an Ordinary (+10) Toughness Test. If passed, the weapon automatically reloads as a Free Action. If failed, the weapon still automatically reloads, but the wielder suffers a number of levels of Fatigue equal to the degrees of failure on the test.

That's it for now. These guys are supposed to be extremely powerful, and there's only 30 of them total in their Space Hulk. The party SHOULD be able to fight them effectively if they're smart.
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>>48858854

All things end eventually.
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>>48858874
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>>48858781
Frenzy at the kind of depression that makes you unable to take care of yourself as a human? I guess I can see it, but aren't they still human in spite of being so strangely not entirely human?
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>>48858998
>I guess I can see it, but aren't they still human in spite of being so strangely not entirely human?

See, the thing about Space Marines is that they're, essentially, teenagers with the bodies of demi-gods of war and the intellect to match it. Emotional intelligence and learning how to properly deal with things like grief and depression in a healthy manner (rather than just channeling into a battle-rage) are things that Space Marines struggle with, because they simply never needed to mentally "grow up" - if they can't punch a problem to death, they can usually outsmart it. Developing healthy emotions is something they're not trained how to do, and why the role of Chaplain is so incredibly vital to the Chapters. Without their vigilance and guidance, a great many Marines would lose themselves to grief or rage at past mistakes or lost brothers, and quite possibly fall to Chaos because of it.
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>>48859064
I like that, thanks man.
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>>48858874
I played in one of your games a few years ago, and I still tell people about how fun that was. Easily my favorite game I've ever been a PC for. I hope you are inspired by something anew and continue to GM and homebrew.
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>>48859108
No problem. I literally come here to nerd out about 40K lol
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>>48858115
Crumpington mostly just hunts and relaxes. He joined a Rogue Trader crew to fulfill his life's ambition of hunting the most dangerous creature in the Koronus Expanse... A Void Kraken.
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>>48859231
>A Void Kraken.

He's gonna need a bit more than a Las-Lock for that one lol
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>>48858781
>Power 10 Space 5 Str 4 Damage 1d5, Crit 4, Range 6, SP3 (Very Rare), Kinetic Lance
Although you'd expect on average higher damage with the kinetic lance rule it's not that impressive,
keeping in mind things like the Photon Destructor and Breaker exist, even other vanilla lance weapons.
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Working out a Deathwatch game, so far its look like a Blood Angels Apothecary (Sanguinary Priest) and some kind of Devastator, maybe Space Wolf or Salamanders. The third is an unknown at the moment, so that leaves me. Should I make an Assault Marine, Tactical Marine or Librarian? I was thinking about a Dark Angel or Blood Angel, but I guess Ultramarines are the best at being tacticool kill team leaders..
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Had an idea for an interconnect adventure module kinda like Salvaging Solace/Falling Star/ect.

Based around the Hive World "Talon's Landing". Its location, and its primary exports being everything the imperial guard might need from bullets, bandages, and bodies; makes Talon's Landing a planet of the utmost strategic importance.

Start things off With Dark Heresy, when a Inquisitor goes off the grid, and the acolytes are told go find him, along with a large string of other unexplainable disappearances. Delving further it will be discovered that he's been camping out in the lower hive, playing "Will it blend" with eldar and injecting the slurry into human clones to try to make an "Astronomicon Surrogate".

With Only War, we fast forward a few months, The Planetary government is overthrown by a unheard of banding together of all the hive gangs, and the hive world declares a secession from the imperium. The planet, being a useful jumping point to numerous fronts. The planet must be brought back into imperial control to restore the supply lines. How ever the gangs will not give their conquered lands up lightly, and they have attained tactical acumen previously unheard of in such rabble. Clearly, they are being guided by some dark force.

Deathwatch. The eldar; being quite miffed at the aforementioned Inquisitor's kidnapping of their kin, decide to pay the planet a visit. Either to rescue or avenge their brethren.
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I have a melee character with Artificer armor, storm shield, power sword, might get a power fist , but I wanted to know if I should synthetic muscle for Unnatural Strength or not. The -10 agility penalty makes me worried it'll make me too vulnerable, my Agility is only 40 at the moment, so that'd be effectively 30 to dodge? I was told you shouldn't try to tank attacks in this game and that you'll just end up dead if you can't dodge attacks reliably.
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>>48860364
Which game line?
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>>48860410

Rogue Trader.
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>>48860445
Just go for regular synth muscle. If you aren't a tech priest of some sort, don't bother trying to tank.
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>>48860470

So just the +1 SB version?
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>>48860511
Yes.
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>>48856879
Here are a few of the things the DM has made for us in the past.

Ramshackle Power-Klaw
2d10+4 Pen 9 50kg
Good Quality, Unnatural Strength x2, Shocking, Unstable, Unwieldy

Unnatural Strength - Specifically multiplies the strength of the user by 2 while using the only war method of unnatural strength (ie typically have an unnatural rating (3), instead of flat multiple(x2)

Unstable - On a roll of 1, deal half damage. On a roll of 2-9 deal normal damage. On a roll of 10 deal double damage.

My ork character calls it his kan-opena'
Delphis Mark II Prensio Lifter Armour - Ork modified, ork demodified, grot modified and eldar warp crystal boosted.

All 14 310kg
Kan-Saw - 2d10+10 Pen 10
Volcano Kannon - 2d10+8 Pen 12 Clip 4 2Full Rld 18kg (not including ammo hopper)
Ramshackle
Inaccurate
Unreliable

Due to the various modifications to this archaeo-tech industrial lifter armour it no longer meets imperial spec for not heresy. It is however fiendishly effective.

- Increase size to massive.
- Enemies gain +20 to hit
- -20 to concealment checks
- Base move becomes Agi+2
- +40 strength
- Gain Unnatural Strength (x2)
- Gain Sturdy

Although barely understood, due to the addition of the eldar nightmare crystals (they passively 'rended the veil' when in their larger format) into the chassi of the armour, the volcano kannon now periodically shoots warp fire.

Somewhat similiar to the Unstable quality, but on the roll of 9 for either damage die the warp quality ignores material armour and daemonic toughness trait iirc.


Rokkit Launcha

Heavy 250m S/-/- +2 dmg Full 4 Rld 24kg
Spray - 30m sphere on point of impact, enemies make an agility check to take cover against it. Does not require ballistic roll.
Inaccurate - +20 to enemy agility check. Lost if ork user.
Unreliable - Increase jam chance. You do not want it to jam. Lost if ork user.
>>
>>48860364
BULLSHIT.

Get the synth muscle. GET STRONG BAD HEUG and take all the shots to your forehead like I do!

My ork has been nearly killed every goddamn session. Mostly by his own actions and that of his team mates!

Get angry, get tough, GET SYNTH MUSCLE!

If you can't laugh off a lascannon shot you DONT DESERVE TO PLAY THIS GAME.

WAAAAAAAAAAAAAAAAAAAAAAAAAAAGH
>>
>>48860732
>>
>>48860757
>>
>>48860237
Avoid having an "everything" Hive, that's too generic and also makes no sense given the Imperium's attitude towards production. Instead say they make a key component of Las-Weapon charge packs or something. And its loss would cripple a major war front.

For such a lofty goal as a new Astonomicon, I would have thought the Inquisitor wouldn't go to a shitty Hive where he'd be starved for space, in constant threat of discovery, and where likely tons of Acolytes are crawling over constantly (given how important you've said it is).

I'd come up with a REALLY good reason why the Gangers are all working together, as despite such a thing being unwieldy as fuck, toppling the Government would do nothing but turn each Hive into a horrible slaughterhouse of factional bickering. Before the Imperium turned its attention there and purged the fuck out of all of the traitors. It's a really stupid decision on a planet that critical. I'd say the higher ups are all being mind controlled by Chaos Worshippers, if I had to. With the ultimate goal of CAUSING such a charnel house that they can feed the Chaos Gods, and flood the planet (or at least Hives) in Daemons, forever ruining an Imperial resource.

Proper Eldar interest in the planet would be a few squads of infiltrators, recovering the dead's Soul Stones. Quick in and out, let the stupid filthy Mon'Keigh kill each other and roll around in the shit like they are wont to do. Unlikely for the Deathwatch to get involved.
>>
Hey guys, does anyone have the link to the Mega of 40k audio books?
>>
>>48860732
>>48860757
>>48860771
Woz dat? Daemon weaponz? Arma from dem humie kaoz boyz? Datz not propa orky! Datz not orky at all!
>>
>>48861453
OI! Jus kuz they squish eazy don't mean sum humies don't got a krumpy bone in dere body. Anyway, took dese off a spiky git who was tryin' ta' krump on da'boss. He wuz a real good scrap 'e was. I call dese da' talky choppa and da' bitey choppa.

Dat arm'a dere I ripped off a big smelly squig dat melted me old kit. I t'ink it was a squig. Was green and glowy and bitey.

I dunno bout the wings tho.
>>
>>48855620
OK guys, I need help. (Dark Heresy 1st ed).

My players just performed amazing feats and survived an investigation, they are now rank 4 and returning to the Inquisitor's ship.

The Arbitres is getting a Sigil of Inquiry and he is welcome to take the Legate Investigator Rank, no question about it.
...But what do I give the Tech-priest, Assassin and the Cleric? I want to present them something of equal value, but I'm running blanks here.
>>
>>48862750
Ask them what they want for their character/how they see themselves in a couple ranks.
Faith and coin has some really nice books, relics and weapons for clerics.
>>
>>48863132
Makes sense, thanks man.
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>>48860237
Sounds good. You're gonna post it here?

What abour RT? Supporting the guard, rebuilding the planet, or ferrying eldar prisoneers to the inquisitor (maybe unknowingly)

I'd give the inquisitor a good reason to use that particular hive, be it warp currents inthe system, forgotten xeno/archeotech lab, abnormally high proportion of pqykers on the planet...
>>
Where are the rules for flying vehicles in the RPGs?
Also, is there stats for any of the aeronautica vehicles in the books? I've only found a transport version of the Valkyrie in Citadel of Skulls.
>>
>>48862750
>Tech Priest
Take a look at the Lathe Worlds book. It's focused on Tech-priests, and it has shitloads of cool items and a decent number of cool alternate career ranks, too, and not just for Tech Priests. It'd be entirely feasible for the Assassin to pick up the Agent of the Lords Dragon alternate career while the Tech Priest picks up the Calixis Secutor career from the Inquisitor's Handbook, and then both of them pick up a few more cybernetic implants or an archaeotech item.
>>
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Playing the DH2 and there is distinct possibility of whole group going from radical to full heretical. Rather than completly switching to Black Crusade I wonder if it wouldnt be better just to use new Corruption and Infamy and continue with DH2. Maybe using the Dedications to the Chaos Gods as bonus aptitude and making the opposite god some kind of anti-aptitude?
>>
>>48860801
>>48863247

Well the really good reason for the hive gangs rising up is Some of the eldar hybrids didn't much care about the imperium and decided "fuck your shit." The daemons and shit can come in later. or before. Probably getting into a Black Crusade Module

Also there are realistically only like five major Hives on this hive planet, The rest is just Manufactorums and resource mining. The whole planet being a city is boring like you said.

And I would say that it was made into a stratigic point because its at a sort of "Warp Crossroads." Like a rest stop on Route 66. With a dose of Archeotech and a good genetic reference pool being the icing on the cake.

I have the least experience with Rogue Trader. Though i'm liking the eldar trafficking market idea. Possibly not quite caring if its regular eldar or dark eldar. .
>>
>>48859396

It's still leagues better than normal lances, which can usually only do a single hit of average 6-7 damage. The kinetic lance can do on average 12 if the hits are piled on.
>>
>>48867920
>He doesn't run RT with the subtract 12 houserule
It does so damn much to help balance the game, seriously.
>>
>>48867953
>the subtract 12 houserule

What is this?
>>
does anyone know which book(s) have rules for Eldar antagonists? Not the Dark Eldar but actual Craftworlders. I'm hoping to find stats on Dire Avengers, Farseers, their holo-tech, and the like. Dark Heresy, Deathwatch, Rogue Trader, Black Crusade, Only War, it's all good. Thanks
>>
>>48868128
Short form:
>Subtract 12 from all ship armor
>This armor applies to each hit from a macrobattery, just like in ground combat, shields negate hits as normal, macrobattery hits never combine
>Lances work as normal
This makes ship armor of 8 or higher immensely valuable, since the average macros are effectively rolling 1d10-5 on each hit, which is where lances come into their own. They don't care about your turtle ship's 15 armor, they'll do the same damage regardless.
>>
>>48868250

I tried this rule, and my players just switched to volkite bombards and stygies penetrators. Still had the same problem.
>>
>>48856879
I wanted to make an incense grenade for my cleric after walking into too many daemon summonings. I was going to go with Smoke 3 and causing daemons inside it to make Warp Instability checks, with the idea being I could just cover up any magic circles I see or something, but then I saw FFG came out with Ironfaith grenades
>>
>>48868134
Iirc they are in one of the Rogue trader books
>>
If I have a shield giving me Defensive and a weapon with Balanced and I parry, do I get the bonus from both - or is it just one or the other?
>>
>>48869166
Depends what you parry with.
>>
What's the best one-handed , non-power fist melee weapon in Rogue Trader?
>>
>>48869435
Personal Opinion: Power Mauls are just boss as fuck, as are Lightning Claws. Really can't go wrong with either in 99% of situations.
>>
>>48869491

Do lightning claws come as a pair, or do you have to acquisition each separately?
>>
>>48869621
Separately, as far as I know for RT.
>>
>>48869491

I should probably just use a power fist but no one else has anything that hits that hard, and visually it just doesn't sync up with my character.

If they had a two-handed power sword that wasn't astartes pattern i'd grab that but .. i'll give claws or the maul a try.
>>
>>48869884
>two-handed power sword
There should, logically, be those imo. You could ask your GM to add +5 damage and Pen plus Power Field to a normal Great Weapon and you're set. Maybe bump up the rarity from the Power Sword Very Rare to Extremely Rare.
>>
>>48870036
Just tag on that extra damage die and increase the pen by 2. Its a power sword that does 2d10+6+str Pen ~8

That's pretty serious bzns. Hope your dodge is good though.
>>
>>48870141
You also lose the parry which is half the reason to grab a power weapon. 75% chance to out and out destroy the other weapon, disarming your enemy? Cool beans.
>>
>>48870167

I've decided to go Lightning Claw and Power Sword, just as the God-Emperor intended. I thought about getting the arm-mounted power blade and using a pistol in the off hand but I don't know how I feel about it.
>>
>>48870220
Honestly? It feels a little silly, but it is sort of rogue tradery.

It gives you that sweet, sweet power parry while being able to attack from a distance/up close.

If you want to go full ham, get dual arm mounted heavy flamer/power fists. FOR THE EMPRAH!
>>
Can you upgrade the craftsmanship on an item you already have at a later point in time?
>>
>>48870286
Technically no. There are talents that make an item count as a higher craftsmanship, but nothing that permanently does it.
>>
>>48870286
I think Inquisitor's Handbook said you could do that, but only one step higher
>>
>>48870482

Well damn. I'll see if my GM is okay with upgrading quality on gear. Feels silly to go 'I want the exact same item, but less shitty' and then be stuck with two of the same thing.
>>
>>48870279

I was going to mount a plasma pistol or boltgun wtih ammo on the lightning claw and use the power sword in the other hand.
>>
>>48870538
>>48870279

Speaking of, is there a way to build a pistol or other weapon into another wepaon, such as said power fist?
>>
>>48870538
>lightning claw with in-built Plasma Pistol

Water-cool that shit, nigga, or your hand is gonna explode.
>>
>>48870575
>THIS HAND OF MINE GLOWS WITH AN AWESOME POWER
>>
I was thinking about how there's not a lot of options for flamers and wanted to make electric and freezing ammo like in Bioshock but I figured that would be kinda dumb. The Flame quality is already strong, swapping it for Shocking or Snare against potentially groups of enemies seems really unbalanced
>>
>>48868134
DW Mark of the Xenos has plenty.
I think RT Navis Primer has something on Farseers.
>>
>>48855620
Rogue Trader GM here. Outside of 'Fear and Loathing' and 'The Fringe is Yours' are there any other generally accepted 3rd party material? I was looking at the stuff by Lodge Blackman but outside of his stuff and the /tg/ stuff I haven't seen much.

I'm mainly looking for extra Xenos species to use when the random star system generator gives me colonies or ruins belonging to Xenos (Other).
>>
>>48873140
Check the Koronus Bestiary if it isn't a follower of Chaos.
>>
>>48873140

Chivalry Intensifies, AAAaaaAAA, and Mars Needs Women, all of which are for Only War.
>>
>>48873140

Lodge Blackman requires mental gymnastics to accept some of his stuff. Seriously, a Genestealer who rebelled against the hive mind? A Necron Warrior who ascends to Lordship?

I also don't like his mixing fanon into canon. He's real sneaky about it too. At least the other supplements are blindingly obvious about what is pure homebrew and fanon.
>>
how would you a stat a cheap knock off eviscerator to give as starting equipment in DH2? the standard eviscerators 2d10 seems a bit excessive for beginners

my plan was 1d10 + 4, just a bit weaker than a bolter
>>
>>48873407
I specifically veto'd any Tyranid or Necron stuff. I've just been using them for statblocks for things. Though, I do like his Ascension-esque expansion to RT.

Also he does specifically state, at least for his Abhuman and minor Xenos stuff, where Canon ends and Fanon begins.
>>
>>48873604
Why not just use a chainsword?
>>
>>48870538
>>48870565
Well, in the case of a power fist or lightning claw, there's always the option of just getting a forearm-mounted gun, and saying that it's built into the power fist.
>>
>>48873697
because a 2 handed sword is awesome
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>>48873952
Then use a great weapon? They're also right in the zone for a starting piece of equipment.
>>
>>48873604
Into the Storm has a double edged chainsword that's d10+5 but it loses balanced. I can't remember if it can hit you or not because the guard on back is missing
>>
>>48874118
Although something like that is alluded to in the description it's not represented in the rules.
The potential for self harm is only for eviscerators, otherwise you'd need it for power weapons aswell.
>>
>>48874950
There is also a chainflail in one of the OW books.
>>
>>48856879
I got quite a few from a Hive-World I made up. Noble houses are basically criminal cartels, and they crafty bitches who like making their own shit.

Dullus-pattern Storm Rifle

Illegally manufactured on the Hive World of Dullus, this dual-barrel autogun is of surprisingly good quality and effectiveness despite its black-market nature. It is believed to be produced by House Venari, and is used extensively by their elite "troops" as they wage inter-House wars across all levels and locations of the world, and is often seen in the hands of mercenaries and bounty hunters who hail from the world.

Basic, Range 75m, S/3/10, 1d10+4 I, Pen 1, Clip 100, Reload Full, Storm, 7kg, Av. Rare

Marov "Shredder" Autopistol

Another example of Dullus ingenuity, the Shredder is a staple weapon of Marovi enforcers and the elite "Blood-Guard." While it can only be fired in Full Auto, and its bullets are rather small compared to many other Autopistols of the same class, the smaller bullet size means that the weapon can pack more ammo into a magazine, and its high-end receiver is designed exclusively to discharge as quickly as possible. This means the gun is somewhat inaccurate and lacks a little bit of punch, but more than makes up for is in sheer volume of fire.

Pistol, Range 30m, -/-/8, 1d10+1 I, Pen 0, Clip 48, Reload Full, Storm, 3kg, Av. Average
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>>48875308
>There is also a chainflail in one of the OW books.
Coming up next on "Oooh, that's gotta hurt!", the guy who botched an attack roll using a chainsaw flail!
>>
>>48877470
Marov "Mauler" Battle Rifle

The weapon of choice for Marov soldiers who know they will be fighting an organized and well-armed opponent. The Mauler trades clip size and rate of fire for sheer damage and penetration, allowing it to make a mockery of most forms of body armor that their forces are likely to encounter. The weapon is also surprisingly robust, and with proper maintenance is practically immune to jamming under normal conditions.

Basic, Range 90m, S/2/-, 1d10+5 I, Pen 3, Clip 16, Reliable, 7kg, Av. Average

Venari "Diligence" Hand Cannon

These weapons are high-grade, custom-designed weapons for members of House Venari, with each one being personally made for the owner to their exact ergonomics and interests. They are a class above normal Hand Cannons, and are as much a status symbol as they are a weapon. Even the lowest of these weapons could never be classified as "Poor Quality."

Pistol, Range 40m, S/-/-, 1d10+7 I, Pen 2, Clip 6, Reload 2 Full, Reliable, 4kg, Av. Very Rare
>>
Flak armor seems actually decent in a world of average stats and autoguns, but as I've quickly found out anything with a higher pen value blasts guts out all over the floor and walls.
>>
What would you say is the 'sweet spot' for party average in regards to Wounds, Dodge/Parry rolls, and TB + AP for games like DH, RT or OW?

Correct me if I'm wrong but it seems to be about a Dodge rating of 55-60+ and at least a TB + AP around 12-14, with a similar amount of wounds if you can afford it. Lets you basically ignore autoguns and shrug off standard bolter rounds.

I think its fair to say anyone wielding a meltagun or powerfist at you is going to splatter anything short of a greater daemon or a tank, would you agree?
>>
>>48878145
That'd take a while to get to, especially in DH and RT where it has the career limitations.
>>
>>48873140
>>48873407
Now that I think of it, I've seen decent homebrew rules and gear for the 40k rpgs, but never homebrewed scenarios or campaigns. Is there any?
>>
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Storytime is cool in these threads right?

>Start up a Rogue Trader game with 3 friends
>Rogue trader, seneschal, astropath
>Seems fine, rogue trader is a noble from Mordia, etc.
>Rogue trader decides he wants to, and I quote "kill something that will cry, feel fear, and whose children will miss it."
>Seneschal is left to decide that the Tau fit the bill, and that if they raid a Tau outer colony, they can probably get some nice tech in the bargain he can actually sell for profit
>Proceed to Tau system, trip is uneventful
>During this time the rogue trader reveals that he is fond of old earth memorabilia, with no restriction on the time frame, so he is dressed in rather absurd mix of fashions from late renaissance to relatively modern.
>Seneschal basically runs everything
>Arrive in Tau space, proceed to do some rather tricky maneuvering to slip past the out picket line of Tau probes to get into the system.
>Rogue trader pushes the engines to full and broadcasts his position by playing imperial anthems
>Tau attempt contact
>Rogue trader launches into a parody of a good old boy until the Tau break communications
>Tau defenses begin to come online, but no ships are present and the few satellites in orbit are mostly communications
>Quickly establish an orbit above the planet and begin deploying troops.
>Problem develops, one of the four bulk carriers they are using as troop transports is disabled by Tau interceptors
>Performs an emergency landing short of the base camp
>Party sets out in person to secure the lander with a number of soldiers
>Suffers brutally against a Tau fireteam and Hammerhead
>Almost disables a Hammerhead with little more than power weapons and plasma guns
>Retreat to ship, troops handle Tau
Part 1/?
So I'm not really sure how to handle an encounter like that. On the one hand, clearly having the trader's guardsmen do all the work is boring and lame, on the other hand, 4 tau almost wiped the party and several guardsmen mooks almost singlehanded.
>>
>After the party is healed from their rather abortive close encounter with a tau fireteam, they decide to return to the planet and join their armored column advancing on one of the few major tau colonies on the planet
>Tech priest and augur operators begin to inform the party of ghost sightings on the far side of the sun
>Likely the suspected Tau craft lurking in an asteroid field.
>Armored column takes around 12 hours to reach the Tau colony, about 6 hours in a strong radio interference descends.
>Through a combination of short range radios, runner vehicles, and flyers mostly organized by the seneschal, contact is maintained between the armored column, the base camp, the downed troop transport, and the ship.
>As the armor moves into position, a large number of skimmers are briefly detected leaving the tau colony
>All the tau are gone
>Guardsmen secure the colony in the face of nonexistent resistance, party moves to the central admin building
>Explore the building, come to central meeting chamber
>Open it
>Everyone fails their will saves
>Gore and dismembered tau organized around a central figure, who has been surgically separated while still alive
>The room is cleansed with holy promethium
>All guardsmen who were inside that building taken directly back to the ship
>All others told the tau have retreated
>Several captive tau aboard the ship are going to be interrogated, rogue trader insists that this interrogation take place at a large southern style dinner.
2/?
>>
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>Rogue trader attempts to hail the Tau on frequencies that they were previously attempting to contact him on, no response.
>Tech priest, meanwhile, reports that he is making progress on isolating the ghost return.
>So instead we host a dinner party for the captive Tau, who are chained to their seats
>The seneschal attempts to interrogate them as to any hints as to what might have killed their population
>The tau are very confused, their spokesmen is confident that any atrocities are the doing of the rogue trader or his men
>The seneschal gets nowhere, and eventually the tau makes a disparaging comment about the martial music which the cruiser has been broadcasting nonstop
>Rogue trader kills him immediately
>All other Tau become immediately uncooperative, except for one who is enticed by the food
>Astropath takes this opportunity to attempt something resembling human interaction
>Attempts to offer the tau food in exchange for information
>Tau readily supplies all he knows, seneschal takes over and asks for help in cutting through the radio interference
>The tau is a farmer
>At this point the party breaks into a rather long discussion of what to do, tallying known information and concluding that a third party is in play that the tau are equally unaware of
>They come back to the present and decide to kill the remaining tau at their dinner party
>New food is brought
>Afterwards, a delegation of 3 fighters flying under a flag of truce is sent to the tau capital on the opposite side of the world, they return intact, and report that the tau leaders believed the interference to be the doing of the rogue trader. While they expressed some confusion at the diplomatic outreach after all their attempts were rebuffed, nothing was established in terms of relations
>At the same time, the first reports of missing patrols from the ground units come in.
>All tau attacks have ceased entirely
>It will take one week to effect emergency repairs on the lander enough to return it to orbit
>>
>>48879408
I usually run it as separate encounters. The guardsmen have their own tau to fight, roll a d10 to determine the outcome (or an opposed skill test with modifiers if you want to do things well), if the guardsmen win they can support the PCs, if the tau prevail they'll begin shooting the PCs. The party can attempt to turn the tide on the NPC fight by a cool action like rallying the troops or shooting the shas'vre.
If it's only a couple bodyguards, they add something like 1d10+5 every turn and serve as human shields.

Also, shouldn't a tau farmer be something like an agricultural engineer supervising swarms of drones and other complex machinery?
>>
>The armored spearhead that "took" the tau colony began to dig in there, but several hours later they were attacked in force
>First indication something is wrong are routine communications ceasing, soon after a runner arrives informing the base camp that they have been attacked by large numbers of skinners and taken heavy casualties
>Furies cover the remnants of the armored column as they retreat into the base camp.
>75 out of 250 men remain, the survivors are clearly confused, some are certain they were attacked by tau, some are certain the attackers weren't tau, everyone agrees a large number of their men were taken prisoner
>Now, we hit a point of divergence
>The seneschal decides he will attempt to make contact with the tau personally, and takes a trio of Furies across the planet to the Tau capital
>They are intercepted and shot down by fighter craft, the seneschal is now trapped with a single pilot, they make their way into vegetation and take shelter, the lone surviving Fury has reported the crash to the ship, and the astropath as well as a significantly larger group of flyers are deployed to rescue him, the rogue trader remains on the ship
>At this point time starts to matter quite a bit
>They were an hour away from the ship when they were attacked (the range where the ship's auspex was effectively jammed by the persistent interference) so the Furies arrive in one hour, the transport Valkyries are slightly slower.
>The Dark Eldar get there in 45 minutes
>It takes 5 minutes for the lone raider to land
>5 minutes for the Eldar to advance from the wreckage of the fighter where they land to the copse of trees that is the only logical place of cover
>The seneschal has a cameoline cloak and likes his odds sneaking through the undergrowth to the river
>He doesn't like the odds of the pilot doing so with him
>He is completely incapable of convincing the man to stay where he is
>>
>>48855620

What's all this weird stuff in that last book? What happened to the skitarii? Where are the good old-fashioned Tech-guard? The hypaspists and praetorian servitors? I'm so confused. I want real skitarii, not whatever THAT is.
>>
>>48881896

There was a new codex; new plastic models and a vast expansion of the fluff about Skitarii.
>>
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>>48881896
https://www.games-workshop.com/en-SE/Warhammer-40-000?N=102345+4294965776&Nu=product.repositoryId&qty=12&sorting=rec&view=table&categoryId=cat440130a-flat

Well you've been living under a rock.
>>
>>48881896
The old Mechanicus military forces haven't been reconnected, but the bulk of their force is now represented by the TT Skitarii and Sicarians.
>>
So how strong would a Primarch spliced with Ork genes be? We'll say that Fabious Bile did it.
>>
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ttrpg newbie here, what would you guys recommend for a first time 40krpg (and ttrpg in general)? I'm gonna be acting GM with 2-3 players, and almost all of us have never touched a ttrpg before.
I was thinking of starting with Deathwatch, because it's RP-lighter, and Space Marines are cool to roleplay as (the guys haven't read that much into 40k lore and I think it'd be much easier to get into character as a badass SM than as an e.g. acolyte)

Bonus question: wat do if your primary language isn't english? I have no problem storytelling in my primary, but I can't think of a way to e.g. speak as an ork or translate every term into my primary language. Should I just use english for those cases? Sorry if it's a stupid question, I'm trying to cover all ground for my first time GMing.
>>
>>48882163
>So how strong would a Primarch spliced with Ork genes be?

Chaos Horus-tier, but with no psychic powers, so essentially unkillable to regular people.
>>
>>48882316

Only war by far
>>
>>48882316
Only War or Dark Heresy.

DW is probably the worst choice for a newcomer, both because it has a lot of mechanics and that RPing as Space Marine true to the setting is actually difficult.
>>
>>48881955
>>48881976
>>48882082

Correct, I haven't played the tabletop since Tau released.

So GW tossed out years of fluff and ideas to make...that. They destroyed the concept of the army I had in my head and converted as a few set pieces. There's nothing left of the army I loved there. It's so disappointing.
>>
>>48883135
Every change will upset somebody. As far as I've gathered, most people like the codices, for not only being fun and having unique-looking models, but also showcasing the priesthood part of The Priesthood of Mars. Ultimately, most of the Mechanicus aren't super-smart scientists. They're insane priests performing tasks that look to them and to those around, like magic.

Though I'm interested, as the AdMech and its Skitarii hasn't had much in the way of fleshing out since, what, Imperial Robots? How did you build the concept so strongly that you can't accept the new stuff?
>>
What is the best class in Only War if I want to play Doomguy?
>>
>>48883462
Weapon Specialist
>>
>>48882885
>>48882970
Damn, thanks a lot for the replies guys, and thank god I asked here first cause I was about to start printing stuff for DW.

Seems like I'll go for Only War, the premise seems pretty neat and I think the players will enjoy RPing as a squad of IG. DH2 seems too investigative and I'm not sure they'll enjoy it for the first time (and I'd prefer to go for CoC if we were gonna play that type of game)

Any additional suggestions/tips for a new OW GM with a group of (mostly) new players? Are there props and other things I could setup and prepare to enhance the game? Also any input for my language question?
>>
>>48883596
Make the regiment together and use that time to get everybody to learn the rules.
>>
>>48883596
>Any additional suggestions/tips for a new OW GM with a group of (mostly) new players?
Regiment creation is a group activity and is how the group tells the GM what kind of game they want. So let them have a lot of say and only veto things you 200% don't want to run.
>>
>>48883596
Focus your sessions on different things : Don't play only battles, but mix in downtime, social sessions, watchs where nothign happens. And of course different types of battles from siege to extraction.
As a general rule, I suggest you try to create a common background for the PCs and companions (X & Y were buddies that enlisted together, Y & Z often raid the officer's amasec reserve when no one is watching,...) It jumpstarts roleplay enormously.
Also don't hesitate to make characters die, they can always take up the role as their former companion upgraded to PC.

For the language, try to find some books (black library and codexes works too) in your language. It should give you an idea on how to do it. French orks don't speak like he english ones at all, but they're still distinctely orky because the translators used a rough equivalent. Or find a character you want to use as a reference from a movie/book/whatever, and make it a template for the entire race.
>>
>>48882970
>running a DW game this weekend
>never successfully GMed before
>struggling

Yeah, you're telling me. Kids, don't do geneseed.
>>
This might be a weird question, but does anyone know how astropaths 'see'? They don't suffer from blindness, but they very much cannot see since their eyes are burned out. Is it like a psychic sight?
>>
>>48884044
Yes.
>>
Played Black crusade for the 1st time last night. Worst experience I've had in gaming so far.
>5 players: khornite chosen (me), robot guy, female Illidan stormrage, normal csm champion, 13 yr old jersey devil with younger brother tagalong.
>female is dominating all role play by seducing all male npcs
>robot says nothing and "shrugs" the whole time
>13 yr old jersey devil just tries to be edgy and scare people
>csm champion trit's to be Mr nice guy
>I try and act like my character would, but don't get many opportunities, I just want to murder things and make khorne happy.
>we have to talk to an ork, the guy playing female Illidan decides he is gonna voice the orks.
>45 min of him yelling into the mic in a bad scottish/cockney accent, voicing multiple orks having conversations between them.
>Dm ends the session early, we got nothing done, just rode a couple of elevators and met each other.

Should I even bother going back?
>>
>>48858781
>Because after that I'll have nothing more to say, and no more stories to share.
..... this... makes me really sad, actually.
>;_;
>no more laughter, only tears, diamonds and rust
>>
>>48878145
You are talking absurdly high end for DH and OW.
A dodge of 40+, a total soak of 9+ and 13+ wounds will serve just fine, especially if the entire group is rocking it. They will be able to take a hit or juke it with decent odds, and if they are playing smart, shouldn't need to worry about taking too much fire in the first place.
>>48878046
That is the point. It's also why flak armor is also one of the best things to get, as it is very common while still offering plenty of protection against common threats (common threats do NOT include xenos, daemons and high class foes).
>>
>>48884044
Pretty much. Many of them can actually "see" better than most people can because of it.
>>
>>48881896
FFG is legally disallowed from using "Skitarii" in their publications.
In fact, EVERYONE is, save GW. Hell, Forgeworld can't in a lot of cases, which is why Ordo Reducto featured prominently in 30k at first.
>>
>>48884677
>In fact, EVERYONE is, save GW.

Why, though? Like, of all the things, they pick THAT to be anal over?
>>
>>48883429
>How did you build the concept so strongly that you can't accept the new stuff?
Headcanon is strong, anon, and quails before the truth. See Black Templars and 6000+ marines.
>>
>>48884297
Sounds like a mess, I'd give it a few more sessions but not hold out too much hope. Surely there's more depth to your character though.
>>
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>>48884707
I swear, Black Templars being retconned to 1000 marines is the worst thing of all time.
>>
>>48884297
You are playing a Khornate.
You are basically murderhobo'ing and calling it depth. Add something else to your character so you aren't sitting around waiting for a fight, because that isn't the sole point of the game.
>>
>>48884689
I think it was because they were planning their own big reveal about Skitarii themselves for quite a few years.
Now that they have, FW has published some -skitarii- pieces.
>>
>>48884689

Because at the time there was no admech codex, and GW was preparing their own. Due to the chapterhouse lawsuit it was a secret project.

Anyone else making skitarii would be considered competition. That's why Forge World has the Secutarii and FFG has the Crimson Guard. The company was protecting the IP of a soon to be released product.
>>
>>48884768
I'd believe that.
>>
>>48884737
And case in point.
Anon, what did BTs gain from that, outside special snowflake we don't need to obey the rules nonsense that only served to put you on the same pedestal as Space Wolves and their "3000+" grand companies?
>>
>>48884725
>>48884745
There is more to the character, motivations, likes, dislikes etc, but I went relatively simple cuz it's my first go at the system
>>
Hmm, how would one stat a Parasite of Mortrex?
>>
>>48884800
Alright, then listen up.
Khornates are the #1 problem built in to the game, because they are murderhobos in a game where most people are NOT murderhobos.
You are already 40% of the way to being That Guy, so rather than bitching you didn't get to kill anything, act on some other impetus that gets you involved in the game.
Remember, Khorne cares not from whence the blood flows (or who provides it), only that it does. Step in and start creating rebellions, then sell them out and revel in the bloodshed.

t. a freshly risen daemon prince of Khorne with a body count under 20
>>
>>48884707
has FFG written that canon?
Because in the RPGs where GW and FFG differ, Go with FFG.
Actually, go with FFG most of the time no matter the context, because FFG writes better and more consistent fluff than GW.
>>
>>48884793
>Due to the chapterhouse lawsuit it was a secret project.
So GW still didn't understand why they lost that lawsuit?
Because they didn't need to have a finished product to win that lawsuit, having plans, working models, etc is enough.

That's why Privateer Press never get in trouble for releasing rules well before they have models. Because they have the plans for the model, so they have the requirement to own the copyright.
>>
>>48884677
Hand of Corruption (a Black Crusade adventure) has stats for Skitarii in it, under that very name. I think you are mistaken.
>>
>>48884884
>has FFG written that canon?
FFG has written nothing about skitarii.
>Because in the RPGs where GW and FFG differ, Go with FFG.
That is the literal definition of headcanon, anon.
>>48884926
To be fair, anon, copyright isn't that simple.
Short version is this: if you do not protect your copyrighted material at ALL TIMES (according to US copyright law), any infringement upon it legally weakens your hold upon the material.
That is why GW lost. PP doesn't have a strong third party/recaster market, which is why they haven't had issue with it.
>>
>>48884856
I'm not bitching about the lack of combat, I honestly didn't know what to expect from black crusade.
I am however bitching about the guy erping, Mr edge, the 45 min ork detour, and the fact that we did nothing
>>
>>48884796
Now I'm not a huge Black Templar fan, honestly I find them kind of boring, but taking the aspect of them being a way oversized chapter, but spread across the entire Imperium in crusading orders just feels wrong to me. I just felt it meshed so well with the setting and Imperium as a whole to have fanatic superhuman warrior-monks crusading everywhichway screaming about witches and venerating the Emperor. It was what initially drew me into 40k and I've long since moved past those guys, but for me it's ultimately semantics I guess.
>>
>>48885029
Black Crusade attracts a lot of not too stellar gameplay, unfortunately. People go full retard because hurr chaos
>>
>>48884988
>Because in the RPGs where GW and FFG differ, Go with FFG.
>That is the literal definition of headcanon, ano
It's the FFG 40k RPGs. Why should it be "headcanon" when it's literally written by the company who wrote the rules to the game you're playing?


On a more general rule, FFG got around the problem by letting the Lathe Skitarii get stomped and then not have the stuff for making new gear, so they went with simpler, easier-to-make gear, called them Crimson Guard so people wouldn't be confused, and called it a day.
>>
>>48884973
Then it is the sole example of that in the entirety of FFGs 40k game series, which likely, knowing FFG's editors, skirted under the radar.
>>
>>48884988
>That is the literal definition of headcanon, anon.
no, because in the context of the RPGs the officially published books are those published by FFG.

It's an alternate official canon, the one used for that product.
It's like saying that Batman Beyond is canon in the original DC animated universe, which it is, even if it doesn't match the Comic canons, the movie canons (there are several), or the Young Justice Canon.

>That is why GW lost.
no it's not.
It wasn't that they didn't try to protect their copyright, it was found that they had no basis for owning the copyright to it.

They could not demonstrate that they intended to make those models, so they couldn't claim ownership over them.
>>
>>48885107
>>48885151
Anon wasn't talking about FFG lore as it is in the books for the rpgs, but directly comparing FFG to GW, the original creators, and saying to take FFG first and foremost.
It's like saying take Bruce Herbert over Frank Herbert when they conflict.
If we were talking about FFG lore for FFG games, sure, y'all would be right, but that isn't what is being discussed.
>>
>>48885133
Nope. Skitarii also appear in Warpstorm I: the Frozen Reaches (a Rogue Trader adventure) and corrupted Skitarii appear in the Emperor Protects and Rising Tempest (both Deathwatch adventures).
>>
>>48885213
>It's like saying take Bruce Herbert over Frank Herbert when they conflict.
not exactly, because Frank Herbert was the sole creature of the canon for a time, so could make a stronger claim to canon. Even if Bruce Herbert did get the rights to publish material.

GW is a single company, but has had multiple writers, often outside writers given license to the IP, and those writers have changed canon multiple times, or written conflicting ideas without stating which one is canon.
To the point that 'GW wrote it' can't be taken as 'it is canon', and preferring one writer to another has some validity.

FFG is simply another group given the license to right 40k lore. It's as canon as every other example of this.
>>
>>48884973

The older Tech-guard variant, not the Ranger/Vanguard/whatever the fuck. That's how they skirted it.
>>
>>48885380

FFG canon only applies in the calixis/askellon containment sectors. The rest of the 40k universe works the way GW says.
>>
>>48885389
Would have been tricky to include the Vanguards and Rangers when the codex introducing them was published in 2015 and Hand of Corruption was published in 2011.

Look chaps; the idea that FFG wasn't allowed to use skitarii is just wrong. Stop digging. They haven't done anything with the new stuff from Codex Skitarii because FFG just plain isn't doing a lot 40k stuff anymore. But they could and did use Skitarii.
>>
>>48885380
>so could make a stronger claim to canon. Even if Bruce Herbert did get the rights to publish material.
Anon, you need to read on how US/Nato copyright laws work.
They are shit. There is a reason companies go full nazi on their material.
>>
>>48885434
>FFG canon only applies in the calixis/askellon containment sectors.
well the Galaxy is a big place, and things work differently in different sectors, within certain broad limits.

By that same logic, a lot of these other bits of canon, old and new and different, were all true in the places they took place.

Now actual headcanon is me thinking that Perpetuals are bullshit and do nothing good for the setting, and pretending every example of them has a very different explanation.
>>
>>48885558
>Now actual headcanon is me thinking that Perpetuals are bullshit and do nothing good for the setting

You know, I actually don't have a problem with the IDEA of Perpetuals. I just fucking hate how they executed the idea, and most especially hate John Grammaticus (FUCK John Grammaticus).

All except based Vulkan. He's aight.
>>
>>48886065

I dislike it in regard to the Emperor because it's another nail in the coffin if the Star Child concept, which I personally like and thought added another tragic element that doubled as a potential Gane changer if they ever pushed the end of the setting.
>>
>>48859924
My players ended up with a Howling Griffon tactical as their leader. Doesn't hurt to have a guy who's really good with a sword who can jump around the initiative order as needed
>>
https://drive.google.com/file/d/0B3MNEfkfJJocWHVhU2Jwd0tLWkE/edit

Found this for Tau Ships for RT, for some dumb reason none of the ships have any Detection or Manoeuvrability though.

Anyone know a better source of Tau ship homebrew? Or do I need to deal with it and make up those two stats?
>>
>>48886555

Fear and Loathing in the OP has them.
>>
>>48886595
Oh wow thanks! Theres a ton of other stuff I had been looking for too.
>>
>>48884297
No.
No gaming is better than bad gaming Anon, and these cats don't seem like much fun.
>>
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>>48883657
>>48883938
Thanks, I'll make sure to do that on our first session.

>>48883946
Thanks for the numerous tips mate. About mixing it up: Since I got 0 experience (besides watching videos on utube) I was thinking of taking the "beginner" scenario of OW (eleventh hour), writing up some more different encounters/choices to be prepared to adapt it to the way the players end up playing, improvising and seeing how it all goes.
About the language, unfortunately there aren't really any 40k resources for my language (Greek, inb4 denbts), so I guess I'll see what the players think. Orc language seems particularly difficult to translate to a Greek equivalent without cringing the shit out of everybody.

Any more tips are more than welcome!
>>
>>48887942
>Greek
So a regiment with the Poorly Provisioned drawback?
>>
>>48856879
>So, anybody have any interesting Homebrew stuff they've made for their games

Brohn's Stormchild Handcannon Revolver.

Range 35m, S/-/5 1d10+4I Ap2, Clip 5, Reliable, *Fanning, *CQC, *Cylendar selector Reload 2Full Wt 3.5kg.
*Fanning, Brohns skill with the stormchild is unmatched, while using this weapon he can fan the action to release all five rounds on target, however this can only be attempted at short range (17m)
*CQC, the stormchild benefits from a heavy slab compensator. This can actually be used as a weapon at close range dealing 1d10 impact damage and is superior to any improvised weapon.
*Cylendar selector, the revover uses a cylendar to hold its ammunition, making it very easy to select ammunition by turning the cylendar. The user may load up to 5 seperate ammunition into the revover and select them one at a time, alternativly they could just fire it all using the fanning rules.

The way which Brohn likes to use his hancannon is to draw it with one hand and hold his coat up with the other hand. The coat conceals the handcannon from view. If he needs to he can fire through his coat at the enemy in question to catch them unawares.

Raytheons Compact modified Bullpup twin-lasgun.

Range 55m S/4/8 1d10+2E Ap- Clip *special, Reliable, Storm, Lasgun variable setting Reload *special Wt 5kg.

*Raytheon is a techpriest that extoles the virtues of las weaponry. Having no bullet arc, having ammo available virtually everywhere and lets not forget being realiable, one might call him a las-sage. Ofcource his lasgun makes use of the valuable minerva-agis cyclic fire system and is twin linked to boot. It is also equipped with the rare triplex pattern barrel. Lastly the gun itself is of bullpup configuration, and has been further cut down to compact, it now emposes a -25 to tests to find the gun on his person. Laslty the lasgun is powered directly from his potentia coil rather than any clumsy detaching magazine, this gives it near unlimited source of energy.
>>
>>48856879
>>48888374

Targon pattern Thundercloud Shotgun,

Range 35m S/2/- 1d10+4I Ap- Clip 10, *Pump action, Storm, Scatter 2Full, Wt 4.5kg.

*Storm, this shotgun can fire two rounds on single shot or semi auto with the storm capability. It is extremely deadly even in untrained hands.

*Pump action, the weapon requires a pump action to load the next round, for this reason it is reliable as it can be unjammed as a half action. Once the pump is back and the slide is open a singe round can be inserted. Any special ammunition can be loaded as a half action, except this can only fire one of these rounds, ignoring the storm rule. This is particularly usefull if the ammunition clip is empty.

We dont see enough customed close combat weapon rules so heres one.

Major Gracehooks Power Sword.

Class Melee, 1d10+5E Ap5, Power Field, Bascet Guard hilt, Forearm power pack, *Razor Sharp special. 3.5kg

*Bascet Guard Hilt.
The Power sword protects the useres hand with an adamantium bascet hilt. This provides +2AP to the arm using it.

*Forearm power pack
The sword draws power from a unit that fits around the wrist and is attached by cables. This gives it the ability to perform 80 cuts before reverting to a normal sword. This also gives the option of using an overcharge pack to add +1 to the damage but halves the ammunition.

*Razor sharp
Major Gracehook may choose to make a single attack using the point of the blade, which is much better for piercing than the cutting edge. If he elects to use this attack, the attack counts as razor sharp, so with 2 degrees of success the cutting power will increase to Ap10.
>>
>>48888374
I had a similar fanning rule when I introduced a rather ridiculous gunslinger in RT. I had it be linked to a Character's Agility Bonus
>>
>>48856879
Have some from OW I DM'd, system the regiment was from had a little of everything, forge world, Schola, and a Fortress world. They made a lot of custom guns for the game.
This may take a bit.
Bastion-Pattern M41 MkI Lasgun
Type: Las
Class: Basic
Range: 100m
Damage: 1d10+3 E, Pen 0
RoF: S/3/-
Rld: Full
Clip: 60
Special: Accurate, Felling (2), Proven (2), Reliable
-The Aim Action grants an additional +10 bonus to the firer’s Ballistic Skill. When firing a single shot and benefiting from an Aim Action, the attack inflicts an extra 1d10 Damage for every two Degrees of Success, to a maximum of an extra 2d10. These extra d10s cannot generate Righteous Fury.
-This weapon has Felling (2) when fired at Short Range.
-Treat any dice roll of a (2) or less on a d10, as a (2).
-Only jams on an unmodified hit roll of 00.
Negatives: Bulky, Rare Model
-This weapon weighs an additional +2kg.
-Logistics Tests to acquire this weapon outside of its place of manufacture suffer a -20 penalty in addition to any other modifiers.
Wt. 6kg
Avail. Common
>>
So I've played games with Dark Heresy and I'm thinking about making my next game Deathwatch.

What are the key points of difference I should be aware of and watch out for?
>>
>>48889378
Bastion Regalia Imperial Guard Flak Armour
AP: 4
Locations Covered: All
Special: Badge of Status (2), Devotional Engravings, Flak
-This item grants its owner a +10 bonus to Charm and Command Tests he makes while it is visible.
-Once per game session, this item’s owner may reroll a failed Willpower Test to resist the effects of Fear or Pinning.
-Flak Armour counts as 1 AP higher against Damage from weapons with the Blast Quality.
Negatives: Fixed Pattern, Unnecessary Features
-Logistics Tests to acquire Good and Best Craftsmanship versions of this item suffer an additional -10 penalty.
-Increase this item’s weight by 2kg.
Wt. 13kg

And these were just the basic ones, hotshot, bolt pistol, chainsword, you name it they prolly made it modded. And then a few min-maxed the vehicle for the squad and could hit with no penalty at over 1km thanks to some lucky ass rolls on the logistics tests
>>
>>48889401
Besides playing as space marines, being HUGE, and fighting enemies that would be boss fights in DH?

The astartes roleplay aspect and realizing that space marines are superheroes and that is fine.
>>
>>48889445
Well, yeah. The being HUGE, fighting huge badass things and giant swarms of shit that would be regular enemies in my DH game is the general goal.
>>
>>48889469
Hordes are a massive threat to humans and a slightly less massive threat to space marines, in particular due to an astartes (TB*2)+AP soak, the number of wounds they get, and that they have ample access to weapons that can effectively damage hordes.
>>
>>48889445
I'd say less super heroes, and more greek heroes.
>>
has anyone tried playing as severan dominate dudes? how did that campaign work out for you all?
>>
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>>48863452
>dat warthind

Stop! My dick can only get so hard.
>>
>>48888965
Melee "ammunition" is actually a really cool idea
>>
>>48890896
The power blade in the techpriest splat for 1e also used ammo.
>>
If someone is being grappled and isn't in control of the grapple, would you rule that the person becomes an eligible target for a lascutter?
>>
>>48863452
You could extrapolate from the transport valk and the various speeders and things in DW and RT. I dunno what books they're in, but there is some stuff.
>>
>>48863452
There are a few imperial flying vehicles scattered throughout Enemies X for 2e.
>>
>>48891470
The rules for grapple in all systems are actually pretty clear on what you can and can not do.
>>
Are there any quick-reference sheets for any of the systems, but particularly Deathwatch? Collected tables and the like, I mean?
>>
>>48892677
The errata has some weapon tables.
>>
Any idea if we'll see a Rogue Trader or Deathwatch for 2e?
>>
>>48889537
>>48889445
>>48889469
>>48889401

People actually play Deathwatch? I cannot for the life of me find a game of it anywhere. Anyone from my own circles I ask about playing it (shit, I even offered to run it multiple times!) turned it down because 'You can't roleplay spacemarines they're robots lol' then they proceed to be autistic teamkilling Tech Priests and Explorators...
>>
>>48893284
Looking more for something like a collection of the combat tables, various actions, modifiers, et cetera. But thanks.
>>
>>48894203
Table 8-4 of core can help.
>>
>>48893840
I hope we get a 2e for both, but chances are that you'd have to homebrew one to play such a game within the next 10 years.
>>
>>48893872
>You can't roleplay spacemarines they're robots
I hate when people do this. The solemn, stoic, gruff, (loner, because lol min Fel max BS) ubermensch is the least interesting possible way to interpret and "rp" space marines.

They all have more to offer than that
>>
>>48893840
Give it the better part of a decade.
FFG won't do shit so long as the new Star Wars trilogy is making them cash.
>>
>>48894465
i'm kinda sad/frustrated that dh2e is basically done with just a core book and three sortasplats.
>>
>>48894676
>>48894465

I heard rumormongering suggest they are going to lose the license? Wouldn't surprise me, they're pretty huge competition for GW nowadays.
>>
>>48894443

They're fun and when you throw other Chapters and actually important humans or close working personnel at them they have to come out of their shell a bit more.
>>
>>48894839
Yes. The fun stuff in rp'ing space marines is not playing a party of recalcitrant combat autists who polish their guns until the next battle. It's everything else - chapter cultures clashing, dealing with important people, regular people's reactions to shit you take for granted, etc etc - getting involved in the setting.
>>
>>48883938
seconded. The world we made (Bastion) was a great world, and then some players made their own regiments that were folded in for a broader base of skills
>>
>>48888374
>Raytheons Compact modified Bullpup twin-lasgun.
good lord
>>
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>>48855620

Only War plot thread.

Your mission is to recover the remains of as many Space Marines that died covering the evacuation of a feudal world. Their brothers won't be there to collect them for another seven months. Do not allow The Emperor's Angels of Death to become desecrated.
>>
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Which is better version of the Dark Hesey, the first or second edition?

Already own and are familiar with the first edition rules but if second ed. is a notable improvement I'm willing to upgrade.
>>
>>48896454
A baneblade has fallen in battle. Go out and secure it and the area around it so the techpriests can retrieve it.
>>
>>48896714
2e. Things are massively improved.
>>
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>>48896454
>>48896718

Well hell a whole campaign could be centered around this. A planet was lost, the bulk of the occupying force has moved on, and now its time to reclaim it.

Recovering assets, rescuing any remnant of the former population, possibly even humanitarian missions.

Inject a little noble-ness into this grimdark future.
>>
>>48896728
In what way particularly?
>>
>>48896813
Would be a nice, relaxing campaign, though you'd need to chose what it was carefully.
>>
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>>48897080
>>48896813

Well we have relatively few options on what drove the imperial presence off the world, AND could have left something worth recovering. We've got the Orks, and we have human secessionists... i'm drawing a blank on what else could have caused it.
>>
>>48897077
Starting characters in 2e being people the inquisition would actually be interested in instead of dropouts that were 1e characters.

Standardizing single shot/semi auto/full auto with standard attack/swift attack/lightning attack and changing it from 0/+10/+20 to +10/0/-10.

The rework with how some talents work, particularly weapon training ones from being one specific type of one specific class to just everything of that type save for Heavy class weapons.

Changing from career paths to the aptitude system and the addition of roles opening up much more variety without needing elite advances.

The change to how psykers manifest from a d10 per point of psy used and hoping you roll enough and don't roll a 9 to rolling willpower and hoping you don't roll doubles.

Small thing, but how they added and split some weapon qualities and the addition of the variable settings rule for lasweapons.

All I can think of for now.
>>
>>48897144
Local xenofauna and flora having their collective time of year/decade/century a la Borderlands Pandora?
>>
>>48897144
Well I'm just wondering if it's worth buying the new books or if it's editing and codification of common house rules.
>>
>>48897201

Come now anon, Everything is free on the internet!

The absolute easiest (Read cheapest) would be to have the sector seceded from the Imperium and This be one of the worlds that the resistance fighters forced the imperium off of.

>>48897156
I sense that the local wildlife could have certainly been a contributing factor. Like a migration or some other world changing event that happens very rarely, or only once every century or so.
>>
>>48897201
Believe you misquoted.
Also, 2e is fundamentally a massive improvement in terms of mechanics.
It is not common houserules, the fundamental advancement of pcs, and the handling of npcs, have changed from the first floor up.
>>
>>48891800
>>48891771
Thanks for the input guys, I'll look at it.
So, they haven't put the flyers rules in any book?
Seriously, wtf FFG.

>>48887942
I kinda like the Angry DM articles and game mastering tips. You can chek them out here:
http://theangrygm.com/
>>
>>48897288
Ha,

Okay I just don't want to have to learn a new rule set or print off pages for reference unless I have to.

So I'm wondering if it's just minor tweaks or a complete overhaul
>>
Is there a talent and skill quick reference sheet for Only War?

Or do I need to make my own?
>>
>>48897295
>>48897316
I guess it is a massive overhaul then. So it's your opinion it's on the whole a worthy improvement?
>>
>>48897335
Yes.
Outside of the poorly made npcs in the books, it is overall a strong improvement that takes in the decade of experience of mechanics to make throne agents.
>>
>>48897318

I found this Cheatsheet on skills
https://docs.google.com/document/d/1YVp_qnGnaXZIjCcA3pnUw91PzXtsrGIwo3xSn2FTVQg/edit

and this Cheat sheet for The Core Rulebook talents.
http://gagetowngaming.wikidot.com/only-war-talents-and-traits

I dont have anything for the Splatbooks however.
>>
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Since I enjoy making pretty space battle sets for my RT games on Roll20, I decided to take the assets from Space Pirates and Zombies and convert them all to .png's.

https://www.mediafire.com/?9glgorfby279sdd

There's some pretty great stuff in there, so check it out. I deleted most of the dev stuff, but left the Zombie assets just in case you want to make some Tyranid/Warp infestation stuff.
>>
>>48898282
Those look cool. Many thanks anon.
>>
I've been wondering how some ammo types work with multiple hits. Like an Inferno shell sets you on fire, you get hit twice you obviously would make two tests. But what if you get set on fire by the first one, does the second do anything? Or the Warpleech Canister that makes your ammo Crippling, I can't imagine it would stack over multiple hits
>>
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>>48898282
Might as well link my folder of Ship tokens too.

http://www.mediafire.com/download/xzrvbopveegvlsx/Ship_Tokens.zip

The Tau folder is a bit of a mess, so sorry about that. I took most of these from the Distant Worlds mod, and since they didn't have any Tau I made my own quickly. Since I found those larger sheets those others aren't really needed. I also did some shitty colour balancing to make the yellow and brown Tau ships into their naval blue and white, but the artifacts don't show up unless you make the tokens quite large.

>>48898370
Thanks, I've used those to build some really cool stuff for old games.
>>
>>48882316
Dark heresy is the best. They only have to learn some basics of their characters. The starting point is a lot lower on xp so less rules to learn starting out (dh 1st edition you start out at 400 xp, DW you start at 13,000, only war I think is 2,000 cause of all the buffs from your regiment.) Also, its a lot easier roleplaying joeshmo citizen who has been picked up by the inquisition than a 9 foot tall supersoldier whose personality is heavily based on his chapter and its history. DW is the easiest to write for as a GM, but DH is probably the best to play.
>>
Continuing on from here.
>>48888374
>>48888965

Some armour rules.

Targon 45th 'Purebloods'

Targon Flak plate, 4ap All, Flak, *Devotional Aspect, *Agile.

*Agile
This pattern of Flak plate has been designed to allow unrestricted movement, with smooth angles, well positioned straps and lack of restrictions on the joints and angles of movement, additionally it reduces the fatigue on the guardsman.
Once per session the character can grant a +10 on any dodge, athletics, sprint or agility test. However this armour cannot be upgraded with deflective construction or impact jel cells as this would negate the agile construction.

*Devotional Aspect
The blood red armour of the 'Purebloods' is forged with engravings, including the gold aquilia. Once per session, provided there is sun light to reflect off the aquilia, the guardsman counts as having resistance (fear).
>>
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>>48882316
>what would you guys recommend for a first time 40krpg

Dark Heresy mate. It allows a wider bredth of character customisation than deathwatch, it is also more investigation oriented, which means you'll have more to do than just "pull trigger".

>>48882316
>Bonus question: wat do if your primary language isn't english?

The characters in the game are supposed to speak High or Low gothic. Which is basically english with some latin in it. For your purposes i think it would be cool just to use the english/latin words for things in any situation where you need to name something, such as a place or person or item.
>>
>>48897313
Enemies Without for 2e has flyers.
>>
Flamer + plasma gun = plasma sprayer
Good idea/bad idea/tech heresy?
>>
>>48905262

Tech heresy and a statted weapon upgrade in Rogue Trader.
>>
>>48905262
There's modifications to make one in Hostile Aquisitions.
>>
>>48882163
ye-aaaaaaah

So our explorator had a 2 year long endeavor.

In our travels we captured an eldar far seer, and put her into storage with psy blockers in her system so she couldnt call for help.

We also captured a warehouse sized ork warboss who had been building a rocket to get off an ork battle planet for the last few centures. It kept getting knocked over so he kept putting it back. Finally he united the planet in a Waagh, and just as he was getting ready to launch we steal it to get back to orbit. Cue fight as the rocket is preparing for take off. Oh yeah, he built a throne on top of the rocket. Fucking orks.

Our explorator decided to remove all his limbs, and sever his jaw to neuter him. He was chained down in the 'haunted' section of the ship, as the crewmen called it.

Then he took a little of his own genetics (with was about .5% tyranid due to his fathers fuckery) and mixed them with dark eldar and strixis tech to create a clone of himself. The clone grew up to adulthood in 2 years and is soundly able to beat all of us. He regenerates tissue at astounding rates, can arm wrestle the ork to the ground, can out psychic the sorceror and can apparently communicate and coordinate telepathically with the 1000 soldiers under his command who were given a lesser treatment.

Needless to say the Inquisition, the explorators old family in the mechanicus AND the nobility are after his ass. He sort of kept the writ of trade after my character, the rightful rogue trader, called an orbital bombardment down on himself.

1000 super soldiers soldiers equipped with plasma weaponry and assisted by 10k shitty cultists versus an army of 30k feral world mercenaries, kroot, sisters of battle, and a skitarii servitor legion. They lost 300, but held the line. Its the filthiest mary sue bullshit but god damn if we aren't having a huge amount of fun. Oh yeah, I let loose my grots on them. They were a distraction, but it worked.
>>
>>48856879
I'm putting together a Daemon Weapon to give to my Black Crusade players after they finish this next mission. I know it'll be super strong in a fight and I want it to be more of a plot coupon anyways, so I'm trying to build in rules that'll make it difficult to use at all in the first place.

>Kinghunter Halberd
>Melee, 1d10+7 R, Pen 4, Unbalanced
>Attributes: Voidchill (1d10 toughness damage in addition to normal damage), Wounding (crippling(7)), Spiteful (felling (2)), Clingy(the character who wields this weapon counts as having a mag-lock holster for this weapon only.)
>The Daemon within has a willpower characteristic of 70
>The Daemon within the Kinghunter Halberd is an atypical example of its kind, for only rarely does it directly express displeasure with its imprisonment. However, it only allows its lethal prison to be used against those it deems worthy of its edge, and what the Daemon sees as worthy targets is often at odds with what its owner believes.
>To draw the weapon in combat requires the wielder to beat the Daemon in an opposed willpower test. They may then use the weapon for a number of rounds equal to the number of degrees of success they beat the Daemon by, before it leaps out of their hands and suckers itself back on to their clothes or armor.
>When the Daemon finally spies an opponent it deems worthy, its owner must beat it in a similar opposed willpower check to NOT draw it, if they so choose.
>>
>>48906347
>1d10+7 pen 4
That feels way too low for a WP 70 daemon unless if that is just the base weapon damage and pen.
>>
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New GM here, looking to start a Dark Heresy game, but I don't know which edition I'm better off with. What exactly are the differences between DH1 and DH2? Which one plays better and why, if at all?
>>
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>>48906652
2e for reasons given a bit earlier in the thread.

There is also the consolidated skill system so you don't have 3 skills for being sneaky or other such things.

Pic related is taken from OW, but OW and 2e use the same skills so it applies.
>>
Any recommendations for some heavier ordnance thats not too terribly hard to get in DH 1e? We're around Rank 5 right now if that matters.
>>
My friends and I love 40k and want to try out one of the RPGs but can't really pick one.
What's your favorite, /40krpg/? Which have you had the best times with? Recommend any editions?
>>
I think a workable supplement would be one for blackshields & militia, basically akin to Black Crusade but you starting off ambiguous with regards to chaos and the imperium.

I use blackshields in the sense of 30k; aloof or rogue marines that may be in fact loyalists or traitors but aren't necessarily detectable as either.

It would be a way to justify not having to necessarily select or publicly declare your chapter or legion at character creation.
>>
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>>48906917
Depends on the flavor you and your crew want.

Dark Heresy is a good starting point, as you get a spread with a little bit of everything, and while it starts low powered, it can get higher fairly quickly.

Only War puts you in the boots of the Imperial Guard, and can be fun if you're into war stories, regiment manangement, and things of that nature. Fun and dirty.

Rogue Trader is more loose and fun, with a higher starting power level and...you know, being a Rogue Trader and all. This can include xenos and whatnot. A wild ride.

Deathwatch has to do with Space Marines, and if your group doesn't know that much about 40k it might be a difficult fit - but it's very rewarding in a good, lore-wise group. Also, you can be a Space Marine!

Black Crusade is pretty hit or miss. Some groups love it, some fall apart, but in the end it's about playing the bad guys, chaos. Just uh, don't try to out-edge and out-grim each other and it can be fun. Also, you can be Chaos Space Marines!
>>
>>48897144

Nah, you're thinking too narrowly. The reason why they could have abandoned the planet is because the crusade forces were needed elsewhere at another, more important theatre, be it within the sector, or even within the segmentum.

A sudden black crusade appearing, a Tyranid tendril, as you say Orks, etc.
>>
Hey guys, what do you think happens when you eat Daemon flesh?
>>
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>>48909057
1d5 Corruption points for a reasonable amount of consumption, such as a "meal". 1d10 for an excessive amount, gorging yourself on the flesh of the Daemon.

Shit's nasty, so Toughness checks would be required to avoid additional negative effects, such as suffering wounds ignoring TB, characteristic damage, fatigue, or persistent dice modifiers depending on what they ate.

Don't provide corruption points peacemeal, or the players will abuse it. Any thresholds reached through this method counts as gaining Corruption points from failing, for the purposes of Black Crusade.

Of course if you want to go full Hell's Kitchen, then I guess I'd be happy to let people take a specific Forbidden Lore to learn how to cook Daemons into beneficial (but still highly corrupting) consumables. D-Dust for example.
>>
>>48909241
Dope answer, thanks anon, planning on having the gang get lost in the warp and we have a flesh tearer on board so you know hed be going after it.
>>
Is Only War still in print? it's like $150 on Amazon and not in stock at FFG wtf
>>
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>>48909241
>>Of course if you want to go full Hell's Kitchen,
"THIS DISH IS SO UNFINISHED, GW IS TRYING TO RELEASE IT AS A DIGITAL CODEX!"
>>
There any version of the 40k RPGs with combat that's not a catastrophic shitfuck?
>>
>>48910734
explain
>>
>>48910734

DH isn't so bad if both players and GM are experienced with the system. You can fine tune some good fights and players who know their stuff and play smart have fun engagements. High XP curve stuff like Space Marines just open up more avenues for it.

But as someone uninitiated into the game system? Yeah it fucking sucks.
>>
>>48910734
It's not a catastrophic shitfuck at all Anon. It's rather concise for the most part, unless you get into every splatbook that is. Which is basicalyl every RPG ever. Ranged combat can be hard for people to understand and visualize since we all have different mental images in our heads, but a decent map with accurate scaling can solve that issue promptly.
>>
>>48911108
>Ranged combat can be hard for people to understand and visualize since we all have different mental images in our heads, but a decent map with accurate scaling can solve that issue promptly.
The main problem with ranged combat, in my experience, is that it can often devolve into either rocket tag (Both groups are armed with weaponry that can OHK the other) or wifflebat (Neither group can meaningfully harm the other due to good cover/armor/whatever and/or bad rolls) combat. It's far from a given, but either one has a tendency to absolutely murder the pacing if it does happen.
>>
What was the most difficult attack you've ever made in combat that hit?
>>
>>48911299
That seems like an issue with the GM not balancing properly. Rockets should be much more limited use, and alternate tactics should be advertised to prevent wiffle bat (Both of you in cover doing nothing? How about that convenient high ground position over there that flanks round his cover! All you have to do is suppress him and try and sneak around to it).
>>
>>48911299
Both of those are true if you stick to conventional tactics. If you take advantage of environmental hazards on the other hand...


In the grim darkness of the 41st millennium, Workplace Health and Saftey Regulations don't exist.
>>
>>48912302
And that is why you start with Dodge or Dodge +10 after you saw Jim needing to be blessed by the Omnissiah to replace the weak flesh he called an arm.
>>
>>48912996
There's a set of skills I like to call The Four Nails:
>Athletics
>Awareness
>Dodge
>Stealth

Because you're screwed if you don't get them ASAP.
>>
>>48913100
>nails
>screwed
>>
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>>48913121
>>
>>48913100
People always talk about how strong techpriests are, and the one in our party certainly attested to that. But he was also like 500 pounds of metal, it's lucky we never crossed rickety bridges or had to swim anywhere
>>
>>48914175

They can fly and float if needed.
>>
How do people think an all-Tau campaign would go?
>>
GMs, how do your players spend experience? After every session, dungeon, campaign? Do you require your players to justify their PCs' skill acquisition? Do PCs need to have access to specialized trainers, books or places?
>>
>>48918512
As a player, I can tell you that I tend to sit on my XP for extended periods. I don't know what my character will be called on to do and don't know the system well enough to plan it all out in advance, so I generally wait to see the kinds of things my character will be expected to do and then buy the skills as needed, reasoning that a techpriest would be expected to know that skill even if I the player couldn't foresee the need to buy that specific one two weeks ago when I was given the XP.
>>
>>48918512

I tend to break up my Only War game up into sectiopns, with xp at the end.
As for spending xp most advances I'll let people grab with no question. Stuff like Dodge and Perception they can have no worries, things like Languages, Medicae, and Knowledge skills I make them justify. (We're working with these guys, so I wanna learn a bit of the language from him, I signed up for Corpsman training etc etc)
>>
>>48918694
That brings up something I would like input from /40kRPG/ on. Say someone picks up Linguistics (Military Codes). Would you rule it as a full language, or more generally a semi-classified knowledge of challenge phrases and responses, tactical hand signals, and Imperial military ciphers? Similar goes for Underworld Codes, I think the best use we ever got from that was the entire group taking Linguistics (Underworld Codes) and doing the Bene Gesserit finger-talk at each other every time we needed to have a covert conversation.
>>
>>48913100
>Athletics

Thats not vital... Parry on the other hand...
>>
Question.

GMs, how willing are you to bend/break canon in the name of letting a player do what they want, or in the name of fun.

Players, how much do you wish your GM would let you bend/break canon, or wish that he didn't.
>>
How do you run a game on a deathworld, and have it feel appropriately deadly, but not have players suffer instant death style effects all over the place?
>>
>>48919727
Depends on what, exactly, makes the world a Death World. The identifying criterion for a Death World is basically "Are most deaths on the planet caused by the environment? If yes, Death World". Some Death Worlds are deadly because they're packed full of aggressive apex predators, some are deadly because of horrifying and cataclysmic weather (Extreme volcanism, acid monsoons, rad-storms, or worse), some are deadly because the planet is aggressively inimical to technology/civilization/life as we know it, most are some combination.
Now, I'm assuming you don't want a Death World like Phyrr where breathing in a handful of pollen calls for a Toxic (3) test. What kind of challenges do you want them to face? A Catachan-like hostile jungle or extreme natural environment? A Fallout-esque post-apocalyptic horror show? Daily life in Lethal Lava Land? Decide that first, and things can flow from there.
>>
Possessed chaos marines have always interested me. So I've thought up some ways to incorporate them into black crusade.
>Gm is the deamon.
>Gm passes a note in secret to inform the person wishing to become a possesed who he must capture.
>It can or can't be a plot relevant npc.
>Player must do various acts in the deamons alignment. Only deamons aligned with the character may interact with him.
>Find dark apostle/Chaos sorcerer to perform the rite of reshaping.
>Brutally kill sacrifice.
>1d10 days later you're now a possesed chaos space marine. Character is unable to do anything dureing this time as he is currently being reshaped by the deamon.
>>
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>>48919870
Cont
The marine has full control over his body. And the GM can now shape this deamons personality to flesh it out further. The character can also try and replace b the current deamon with a stronger one. The only thing I don't know is what stats the deamons gets. Anyone here know?
>>
>>48919680
>bend/break canon in the name of letting a player do what they want, or in the name of fun.

I dont. If they arnt adhering to canon then why play the game atall?

But if they can be convincing i'll let them do it. For example; some of the writing goes from grimdark into grimderp territory.

Like saying that the admech dont allow any experimentation and are basically all antiquarians. Or that some Commissars execute more guardsmen than the enemy. Or my pet peeve; that adeptus arbites travel around fleets and attack planets, which is actually the job of the imperial guard and cant be accomplished with a shotgun, which is the standard armament of arbites. Also, wheres the basilisks?
>>
>>48919949

>Telling an Arbiter what he can do or not.
That's 20 pellets in the guts, punk.
>>
>>48920219
>Not 10 years in the iso-cubes
Non-justified use of lethal force on a nonviolent perpetrator, 1 year in the iso-cubes.
>>
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>>48919870
>>48919940
You do know that possessed are actually in a splat book right? Tomb of Decay.
>>
>>48919949
Are you asking for basilisks for arbites or basilisks for their stats?
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