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/40krpg/ - 40k Roleplay General

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Heretical Bullshit 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.

Additional Resources:
Now found in the Homebrew Megafolder.

Old Thread:
>>48955577
>>
How to upgrade minions in black crusade?
>>
I have a Deathwatch game to GM in two hours if everyone shows up.

Wish me luck. Tyranid time.
>>
>>49025976
If only if it said how in the minion section of the core book.
>>
>>49026001
Ohh but which page? Also, I want to create normal human minion not some beast or mutated piece of filth. What instead of traits to balance it?
>>
>>49026081
This is shit you can learn by reading the book. Just go through it.
>>
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>>49025999
Best of luck, bugbro. May the trips be with you.
>>
>>49025999
Remember to also add necrons.
>>
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>>49026243
No Necrons. Genestealers and bigger bugs are more than enough.

>>49026227
Fingers crossed. Amount of prep I've done: One paragraph and some stat sheets. I'm nowhere near ready but I'm gonna do it anyway.
>>
I just had the Inquisitor execute on of the PC's for blabbing his mouth off. That was a dark episode
>>
>>49026309
As in just telling inquisitorial secrets, talking back to the inquisitor, or what?
>>
>>49026324
He shared something he'd forgotten was a big secret. Inquisitor showed up, took his fresh bolt pistol, and shoved it in his mouth.
>>
At the very least people will be careful now they know they're one bad move away from an instant blamming.
>>
>>49026385

"lol i burn fate"
>>
>>49026788
The player accepted it.
>>
>>49026309
>>49026709
I sort-of tried to get blammed in the last Only War game I played - peaking at some documents I had just been told were Theatre Command Eyes-Only, and possibly/probably of traitorous providence.
I passed the GM a note asking what to roll to sneak a peak.
The GM just said "Roll whatever you think would be appropriate to look at them without anyone seeing".
I failed a sneak (or conceal, whatever) check.
No-one, not the GM, sergeant or bloody Commissar, batted an eyelid.
Very disappointing.

Blam is a perfectly appropriate response to a player blabbing secrets or disobeying orders like that.
>>
>>49026908
>49026908
The inquisitor showed up, took the bolt pistol the character bought the day before and asked "servitor or bullet?" He made the other acolytes watch and shot him in the head, to the horror of the players.

It has really motivated them to be smarter about what they say though.
>>
>>49026805
based player.
>>
>>49027198
Nah. Just someone who understood you're not surviving a bolt pistol to the back of the head.
>>
>>49027260
>Nah.
Did he sperg out when he got BLAMMED? If not then he's based.
>>
>>49027352
No. He went silent in horror, muttered how his character closed his eyes and tried to look away as he was executed.
>>
>>49027406

Lucky you. I've seen the exact opposite happen.
>>
>>49027476
story time?
>>
>>49027476
Nah, I've got some fun players who haven't freaked out yet. One player was brought to the verge of tears.
>>
>>49027494

Not much to say. We had a real problem player in the group, and we were trying to teach two new people how to play Only War. The problem player mouthed off something fierce to a regimental commander, and then quick-drew a pistol on a commissar who had his own weapon drawn. The GM declares he's be summarily executed, and states the commissar firing.

The problem guy then gets this incredibly smug look on his face, and then starts talking to the new people. He put the GM on the spot. The problem guy stated he'd burn fate to survive the shot, which would protect him from lethal damage. He said that if the GM didn't let him do this, then he was a bad GM who would always break the rules to kill players. If he allowed the fate burn, though, it would mean that the Emperor's Justice is just a minor setback and not a pivoting moment, and give a bad impression of "you can do anything if you have fate."

The GM kicked the guy out, but since he was the ride for the new people, he dragged them out as well, explaining out all the way how to avoid "shit gms" like him. We couldn't hold a game after that.
>>
>>49027641
Couldn't he just have said that the Commissar shoots him again?
>>
>>49027660

The problem guy was technically right though - by rules as written, burning fate would save him from death, no matter how contrived. There would not have been a second shot, since fate would intervene to save the character.
>>
>>49027688
Fate would protect him once, returning you to 1d5 health. But the next attack wouldn't have fate intervening. Then the comissar shoots him again, lets him burn fate, then shoots him again. Repeat until fate runs otu
>>
>>49027641
Should have killed the guy at the table instead of the guy on tabletop.
>>
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>>49027660
>>49027707

Actually, that depends on whether or not you consider the multiple shots a single combat encounter. Since multiple shots and multiple rounds of shooting would be a single encounter, burning said fate WOULD create some bizarre circumstance where said player would be removed safely from combat without repercussion.

Hell, I can see attempts to burn out all the fate points of the player over time as "dedicated player killing," which would only strengthen the position That Guy has, and ruin everyone's experiences.

There's a LOT of technicalities in this situation, and it seems expressly designed so there's no correct answer.

>>49027748

Correction: This is the correct answer.
>>
>>49027688
>>49027707
>>49027781

He's right in the fact that there's no way he could have died assuming he used to guaranteed save method.

However, that method also mentions that the characters are rendered useless for the rest of the session. In that case the GM should have had the bleed, nearly dead PC arrested and thrown in jail forever. He survived, but he isn't getting out ever.
>>
>>49027836
Or dragged off to be turned into a servitor. Seeing as he can no longer resist.
>>
>>49027836
The thing is though, say he burned fate, what then? The Commissar could just have him arrested while waiting transferral to a penal legion, never to be seen again. Or, if the "that guy" still refused to put his stupid fucking gun away, he would have to deal with all the other fucking guardsmen of the regiment being totally justified in killing him.

Another possible fate intervention
>Hyper megadeth roided to fuck genetstealer rips the commisar and commander to shreds, and now the whole team have to fight him
>they all gut murder raped by claws and tentacles
>everyone hates that guy for it
>>
>>49027836
>>49027850
>>49027907

All of which falls into That Guy's trap of "Beware of Player Killer GMs like this one."

Some player entitlement is just too stronk.
>>
>>49027968
Hence why sometimes murder is the best idea.
>>
>>49027688
Was there any discussion how he would have survived the shot? If I was the GM, the gun would have jammed because of fate, meaning the Commissar draws his power or chain sword. He either dies or kills the Commissar in front of everyone, meaning that the character would basically be ruined and no fate point could have saved him
>>
>>49028007
I would've said
"Given the distance, the commissar aims too far down, instead melting off your jaw and knocking you back into shock"

If he argues, tell him to roll toughness -40

Then the commissar finishes him off

Badabingbadaboom
>>
>>49028007
I would say Bolt hits his Charm (if you don't have one, find anther game line), and he's miraculously unharmed.

Commisar takes this as a message from the Emperor, and gives him another chance. In the penal legion.
>>
>>49027968
The thing is, the only fate thing I can think of intervening with a Commisar AND Commander both about to blam you would be if something even more horrifying and dangerous killed them first. Perhaps just as Commisar is about to blam a guardsman could burst through the door yelling about the enemy making a surprise attack on the line, and all the players sprint out to combat the threat before the Commisar can do anything. That way, it will still have consequences for the players because if the Commisar sees him again he's fucking dead.
>>
>>49028109
Apparent miracles are a good one.
Emperor's said you must live, as you still have a task to do.
So shepherd him off to his next mission with a bomb collar around his neck.

If you fail, you die.
If you don't return, you die.
If you fall, you've died for the Emperor.
If you succeed? On to the next mission.
>>
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>>49026302
Readiness is an illusion.
The Hive Mind adapts, and so must we. My notes for Deathwatch and Dark Heresy boil down to creature stats and vague suggestions about location.
>>
>>49028587
Oh god, Alien + Cazador.
>>
How are you guys running burned fate where it's no big deal? I burned one my first ever mission because I had never played a game with location damage and got my jaw torn off. Had to sit out the rest of the session and come back with a bionic replacement for the next mission
>>
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Who Vietcong in Only War here?

Mines are obvious traps but there's also gems like spike pits, cartridge traps, trip traps and garrote traps.
>>
>>49028810
Literally why.
>>
>>49028810
1. You survive the encounter, if by a miracle, but you're out for the count. You'll get back up on the same wounds you were at before the shot you burned a Fate Point on, at the end of the encounter. But you WILL survive, even if that means Deus Ex Machina to save your asses from being killed by the enemy should you all fall.

2. The shot is ignored, you're at the point you were at before, and you're still up and running in combat. You can however (and likely will) take more damage and have to burn another Fate Point, however if it's right at the end, and you think you can finish it in one shot, this is probably the better option.

Burning Fate should never be no big deal.
>>
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Sup, /tg/, I'll be running an Only War game with the new book. My players decided to be a Graian Explorator force under some sanguine Magos on the far outskirts of Segmentum Ultima. I get the feeling they wanted to play Rogue Trader, and planned accordingly. Their maniple is relatively self-sufficient with a base of operations explorator tank. I've got a few planets ready to fit the theme of exploration (a jungle, a lava world, an ice world, a couple arid airless places, etc).

I've usually run investigative games before, so this is posing a challenge for me - how do I mix free-roaming exploration with the orders from the techpriests on high? Is there anything the techpriests could want besides the standard Archeotech, ancient secrets, etc? I want to make the worlds populated, at least, but I'm not sure with what. I feel kind of overwhelmed. Making a mystery and a political intrigue plot amongst spire nobles is a lot more focused and workable than what feels like No Man's Sky.
>>
>>49029053
Make him a Magos Biologis with an interest in Xenos.

I'd spend more time on a singular planet, rather than jumping them all around.
Starting off with a good old Jungle planet is a really good idea, do some initial missions around exploring, searching for Archeotech, finding some fragments from a lost vessel, then hunting down native critters for their magic organ-juice.
Find some dangerous local and primitve Xenos, suppress the Xenos which ia made harder due to vibro-spears or something, find ancient ruins. Turns out Xenos were previously more advanced than their current state, native story-artwork depicts a horrendous weapon thing somewhere in the sub-sector.
Follow clues across various dangerous planets (that you mentioned), finding alien ruins which piece together more and more information.
Orks invade the system, wonder why the cogboys are looking on these worthless rocks. An ingenius Mekboy figures out the secret as well, big race to final planet.
Culminating in a big battle between Orks and Explorator force as you race to find the secret hidden beneath it's surface. Turns out that it's not Necrons.

Or something else, IDK.
>>
>>49029210

Oh, I like the devolved xenos bit. It could even give them a challenge if they still call upon their old xenotech. Thanks.
>>
>>49025917
Do any of you Rogue Trader veterans remember any official rules for Ironclad-type vessels?

Cuts the hull cost down, adds some armor, strips your void shields, hurts crew morale, at least that's how I remember it.

I can't seem to find it in any of the supplements, so I'm wondering if I'm just blind, or if this was some custom rule from somewhere instead.
>>
>>49029487
Custom rule. I wouldn't drop Void Shields for anything though.
It's the best defence you have against Lance weaponry.

My players current ship is a shitbox for that very reason.
They went Light Cruiser, with Prow, Port and Starboard slots. So they can fire max one weapon at any given target. Meaning their prow Lance is useless against anything with operational Void Shields.
>>
>>49029681
Yeah, I dunno why the devs hated LCs so much. They just get the shit end of the stick in every category, they never feel cheap enough to justify the endless treasure trove of "cruiser only" stuff that's locked away behind just a couple SP.
>>
In a fit of autism, I'm working on rules for generating 'free companies' and mercenary outfits with the Only War regiment creation mechanics. I need to find a way to make a G-Doc that won't link back to my meatspace identity, but I want to show off my autism. Anyone know how to do that?
>>
>>49031177
Just make it into a pastebin.
>>
>>49031206
>pastebin

I keep forgetting this is a thing. Many thanks, based anon.

http://pastebin.com/7Dy3tL33
>>
>>49031177
Convert it into a PDF and post it here.
>>
>>49031514
You're talking to an anon who is functionally retarded at computer shit, m8. If you can walk me through it, I'll absolutely try and see if I produce something besides shit, but I've never made a pee dee eff in my life.
>>
>>49029053

What type of tank? A lemon russ and even a chimera would get temperamental in a wet, hot jungle.
>>
>>49031600
While editing the doc in question: File > Download As > PDF. Upload PDF download to 4chan by attaching it like any other picture.
>>
>>49031644
Not that anon, but i did it for you
Put it in word, format, save as pdf
>>
>>49031644
Alright, here.

Did I do gud senpai?
>>
>>49031636

Since he said a Graian explorator "maniple" from the "new book," I'm guessing he means a macrocarid explorator.
>>
>>49029729
LCs like the Dauntless were designed to operate in patrol teams not as stand alone vessels even in BFG. They always operated with at least one escort.

Also remember that the Dauntless prow lance is the fuckhuge str 3 lance (the name escapes me) not the little ones you mount on dorsal turrets.

They are designed for patrol, scouting, and chasing pirates, little else.
>>
>>49025999
Reporting back: No game today. I prepared exactly as much as I needed to.
>>
>>49031954
Only the Star-Flare archaeotech lance is Strength 3, all other lances are strength 1 or 2 (if in a turret on a large ship)

So, I doubt the Dauntless would have that, and in any case you'd have to buy it, the hull doesn't come with any pre-installed weapons.
>>
>>49032033
I think he's talking about in BFG. Although I absolutely agree with his assessment about how they were presented in the lore. You get a Light Cruiser when you have a bigger/better ship already. There's very little to make LCs stand out as a particularly good option, so you make them play off other ships as a support vessel.
>>
>>49031798
Its a nice table, maybe make your own mini mutation table as a guide?
>>
>>49032033
I'll look around for which one it is then.

Also try torpedoes as an alternative. I'm not arguing that they aren't gimped a bit. Try using a small gunboat in tandem.
>>
>>49032069
Yeah, probably.

It does raise the question of why they're in RT though, since purchasing an LC pretty much prohibits getting a second ship to serve as an escort, even a shitty little transport.

I guess they're only there for people who use the random roll table for PF versus SP, and don't roll high on the SP side.

>>49032096
The times I have seen people run LCs, it's invariably with a Mars 6-tube launcher, yeah. That's about the only way they hit hard enough to put anything down. Which is a shame.
>>
>>49032086
Good idea.

But overall, could you see yourself using these rules for a game? Are they polished, are they 'balanced' (the 40k RPG mechanics are prone to breaking at the drop of a hat, I've noticed, but I love it to death anyways)? What would you fix? What would you rephrase? What would you add?

Feedback welcome.
>>
>>49032096
>>49032033
Voidsunder Lance Battery from Battlefleet Koronus, Check the errata.
>>
>>49031798
huh. so no way to make psykers usable in free companies?
>>
>>49032414

So it is. Good to know.

Although I guess you'd HAVE to have a giant strength 3 lance to do anything to most ships, since the LCs don't have any way to support that lance with macrobatteries. Shields will eat that lance up most of the time.

Which is a damn shame.
>>
>>49032125
They are in RT as they are iconic patrol ships for the Pass Watch and Battlefleet Calixis. CLs have never been "solo" style vessels for combat in fluff or tabletop. They always need to be used in conjunction with another vessel to be effective fighters.

What they do offer is a much faster and more manouverable ship combined with better capacity for long range endeavors without ready access to supplies that you see in cruiser hulls. They don't hit hard but are tougher than figates while being almost almost as fast and with room to spare for more interesting goodies outside of direct combat.

Think recon/exploration/science boat instead of battleship.

They are not necessarily suitable for every campaign style but they do have a niche.
>>
>>49032442
I was vaguely working on some Unsanctioned Psyker mechanics that would fall in line with the Only War character generation, or maybe allowing the Psytheist Philosophy to allow you to play a Sanctioned Psyker, and kind of got hung up on the minute details and just never followed through on it.

Suggestions welcome on that front. This is a rough draft I cranked out just today, so I expect it to be spotty.
>>
Anyone know of a good map tile resource for 40k/'dark scifi' style stuff?
>>
>>49032445
Fleet action wise they use their speed to flank the enemy and deliver the "haymaker" blow (either lances or torpedoes) after an enemy's defenses have been brought down by macro fire from other ships.

They just aren't good solo fighters except against pirate raiders where there speed is a big boon.
>>
>>49032457
True, but even a recon/science boat should at least have the ability to point more than 1/3rd of its armament at the enemy at any given time.

That's mostly my biggest sorrow with regards to LCs. If their Prow guns could fire in a 270 arc like Cruisers could, that'd go a long way to bringing them up to an effective minimal payload.

>>49032539
I get that LCs are meant to be group vessels. It just seems strange to have group vessels still be so expensive, in a game where solo vessels are the norm.

But, they're not, and such is life.
>>
>>49032539
Thing is, frigates already fill that pirate-hunting niche by being better-armed, almost as fast, and almost as maneuverable, with better armor and weapon coverage. With a really good crew, they can outpace the vast majority of NPC crews and still retain all their usual advantages.

Unless the pirates have a capital ship, frigates cut it for cheaper.
>>
>>49032238
I dont think these are broken in any way. My problem is actually with the RPGs not having a money system. Im concerned that players will powergame it by demanding payment for work. I.E a techpriest enginseers, already kinda busted, in a flesh is weak free company will be loaded up better than a Magos after their third mechanicus mission. Theres no way to pay, but to roleplay a free company payment or no work is kind of a requirement. I could definitely see myself using it,but there will need to be big GM oversight to stop it getting out of hand
>>
>>49032567
Which cruiser has 270 prow weapons? You mean dorsal?
>>
>>49032616
Actually, never mind.

I doublechecked the rules for Prow guns on Cruisers versus Light Cruisers, and it turns out that LCs also get the same benefit of firing into fore, port, and starboard. My other scan just fuzzed out part of the page, the copy from this thread's Mega database doesn't have that flaw.

That actually makes me feel a lot better about LCs. I withdraw my previous slights against their good name.
>>
>>49032602
To be expected, it's a homebrew mechanic.

The general expectation behind these was the idea of some kind of dynamic besides 'fuck bitches, get money', which was the impetus for the Philosophy mechanic alongside the normal Doctrines and Regimental Drawbacks you pick to create your regiment.

A lot of the inspiration behind this comes from Battletech's fucking countless mercenary companies and a romanticized view of the free companies of Medieval Europe. The idea is the players aren't really MEANT to be hyper-fixated on the money, so much as the political freedom (and risks that come with that) that comes with being an independent army on the march.

If money becomes a factor, that's totally up to the GM and I'd honestly expect it to be a thing in a vanilla Only War game too (Guardsmen get paid - remember that). So none of this is a new issue for veteran players of the RPGs.
>>
>>49032567
I'll give you that they are expensive for what you get but that can be easily remedied gm wise by knocking 8-10 SP off of the cost.
>>
>>49032616
>>49032690
Page 219 of the core manual.
>>
>>49032690
No worries m8.

The thing with IN ships-of-the-line is manouvering 3 steps ahead is key.

Broadsides really your bread and butter while prow weapons are used to contain enemy movement as you close or to deliver a sucker punch at an opportune moment.

CLs are not something I would recommend as a starter ship simply for cost and that frigates are plenty flexible and can get pretty mean spending the extra SP on top notch equipment. CLs should be something you work towards to fill in the gaps that you can't with frigates.

My group uses their Dauntless as a support vessel to their flagship which is a Turbulent class with Stygians.

Instead of macros the broadsides are fitted with launch bays for strike craft as our void master loves her bomber runs and dogfights. The big ass lance is used at standoff to finish off after the Turbulent has closed to near point blank and hammered a target with macros.

It's costly to get and use them early but they can serve well in "fast strike" kind of playstyle.

If your like my group just "aquire" one through aggressive and oportunistic boarding actions against poorly prepared pirates.
>>
>>49032946
so basically go super huge or go small and superpimped?
>>
>>49033066
Yep. Pretty much.

I prefer Turbulent-class Frigates myself (Battlefleet Koronus)
>>
>>49028587

I have an excel sheet of notes for my prep.

I have player action notes: what theve done, who theyve wooed

Quickstats: important npc stats as a generic reference

Battlestats: point to a generic npc for reference, and hold magazine and wound data during fights

Map: Square grids of black. Fill in open and explorable space with grey. Letters indicate playernames, pounds obstacles, percents corpses, plus sign doors. If youve mapped for doom before, each grid functions as 64 units wide, or 2 meters. Works pretty good-- i screenshot it whenever my players ask

It works pretty well for prep, desu. Tomorrow I can shoot you an excel file if you're interested.
>>
>>49033066
Yeah, one of my favorite things is getting the most busted-ass, stripped down Grand Cruisers I can get, usually a 69 point Repulsive with 6 Sunsear Batteries (75 SP, subtract 5 for Incompetent crew), and letting the ship "grow with the party".
>>
>>49031838

What the heck is a macrocarid explorator? I've never seen that in any codex or book before.
>>
does the power armour for the adepta sororitas in DH2 enemies within require a battery? cause it doesnt say it does unlike the regular light power armour
>>
>>49033569
A Horus Heresy Mechanicum-specific unit, originally a build your own land raider kit, not it'll get it's own unit.
>>
>>49033289
>>49033117
avenger or repulsive?
Also what's the best way to kit one ooyt for the "grow the ship" campaign?
>>
>>49034588
No.
>>
>>49034706
I like Repulsives because they have Prow and Dorsal slots, unlike the Avenger which can only fire half of its guns at any one target at any one time.

That said, Avengers work pretty well as carriers, since you can shit out a swarm from both flanks, and their armor is better.

When it comes to growing the ship, the whole point is to have as cheap a ship as possible, but also as large as possible. As the players make money, they add things onto an empty-ish starting vessel.

You can get a really well kitted frigate or whatever at the beginning, but there's only so far you can expand a small ship. You simply run out of room, even after upgrading everything you can to Best quality.

A Grand Cruiser on the other hand has quite a lot of room for stuff, and you'll be buying and upgrading parts for most if not all of the campaign, even to max level.
>>
How fo you guys homebrew?
My friends are into ttrpg but are dense as fuck so I need to dumb down the rules always (like even AD&D confuses them some, but getting half decent group as a DM is hard enough so I keep coming back). Anyways, If any of you have some homebrews you think I'd be in the market for I'd appreciate of you showed me. I was thinking of playing a game of Rogue Trader or Only War with them, but anything helps.
>>
>>49034851
Do they just not read the books or do they just not comprehend the words in front of them?
>>
>>49034832
mhm, should i allow them to get the best possible zero SP components for their essentials or force them to get the shittiest possible versions that their ship type can carry?
>>
>>49035094
Most essentials are already 0 SP, unless you're talking about making them higher quality, in which case they'll add SP.

What I'm saying is simple.

A Repulsive is 69 points.
A basic set of 6 guns to fill its slots (I like Sunsears personally), 1 SP each, makes it 75 points.
An Incompetent-skill crew (Skill 20), saves 5 SP, making it 70, the maximum SP a group can roll without GM fiat or players taking Child of Dynasty as their Homeworld.

There is no more room for anything else that is not 0 SP.

Unfortunately, quality cannot reduce an item's cost to 0 or less, it is min 1.

So, everything else on the ship will have to cost 0 SP, again assuming no GM fiat or CoD.

Which means it's all Common quality. "Shittiness" doesn't really enter into it. It's just not a fancy ship, but rather bare-bones.

You understand now?
>>
>>49034629

It's coming to 40k in Fires of Cyraxus
>>
>>49035004
They are lazy bastards who will only play a game if I can explain it to them or write it down on 1-2 pages. They get really into roleplaying, which I think makes up for their shitty rollplaying, but they will go braindead if I explain to them anything more complicated than 5e D&D or Gurps (and even then thats after I comb the rulebooks for all relevant rules and transcribe it to an easy to read reference notebook). None of them play games or have much interest in playing games unless I'm the GM since I introduced them to TTRPG. I thought it would be worthwhile to see if anyone has a slimmed down homebrew of the 40k games before I start working on my own.
>>
>>49035264
Kill them and find new friends.
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>>49035176
yeah i got that, i was just asking about stuff like
pressed crew, voidsman, bilge rat, and slave crew quarters are all zero sp. do i stick them with the shittiest possible one out of the zero sp options
>>
>>49035339
All the basic items have different strengths and penalties. It's hard to say which ones are "shittiest".

Slave crew saves space, for instance. That can be much more relevant than morale.

And so on and so forth.

If in doubt, I'd just use the most basic-sounding items.
>>
>>49035179
Tell me something I didn't know, like when it's finally released.
>>
so what are the common ship combat fixes/houserules and why should i use them over the vanilla ones?
>>
As a gm, do you ever do backseat player advisement like reminding players that suppressing fire exists if they have common lore (war) or some other such thing?
>>
>>49036429
I like to remind them of subsystems, by using them on them.
Suppressing Fire is my favourite.
Though less so, as the last two times I've used it, those bastards passed their Willpower Tests, then shot back, annihiliating the shooters, or failed their tests, and still managed to hit and kill them.
>>
>>49031636
Those are a little small to be a base of operations for a whole detachment of Skitarii.
>>
what are the improvements of dh2e over the later 40krp games?
>>
>>49038776
I guess if you like Subtlety, that's an improvement.
Otherwise I'd honestly prefer Black Crusade or Only War.
>>
>>49026908
The GM probably didn't want to slow down or derail the game just to indulge your need to be the center of attention.
>>
>>49037667

True, but for an only war squad level focus, they work fine. The Macrocarid is the best squad level mobile base though.
>>
>>49034851
We've been homebrewing a lot for our current campaign. We're doing a vehicle campaign and have found the rules to be fairly barebones so we've been filling in blanks ourselves and tweaking the rules to be more realistic (in our opinion anyway).

Though the most major change is we made a rudimentary power system managing system for the tech-priest so she has something to do while all the other players are shooting and driving (They're in a baneblade)
>>
>>49036429
My players were all fairly new to 40k in general, so I encouraged them to pick up and use a bunch of lore skills. I remind them their their characters know far more than they do and if they have questions about specifics, the lore role should be their first thought. This way I get to explain tons of stuff to them where they care and they feel like they didn't waste points taking those skills.
>>
>>49038776
What do you mean? They all play really differently, so I mean if you want to be acolytes working for an inquisitor, you play DH 2e.
>>
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>>49025917
I want to get into a 40k universe RPG. After doing some light reading i think Rogue Trader fits my group best as two of them aren't really 40k people and especially my brother who seems autistic about paladin's and religious figures (he never trusts any paladin in DND comparing them to the real world Christian ones). So I doubt he'd be cool with dark heresy. But to my point, I got some basic question s about rogue trader such as

Is it a good choice to start off for the 40k rpg game and system they got (d100s right?)

I don't see anything about races except splats. Is everyone a humie?

The PCs are all part of a crew? There has to be a captain then right? Each person to a position? Navigator, engines etc, so how does that work in space battles? Wouldn't everyone in the group want to play captain then?

Are there classes line in DND? Or do characters pick skills and attributes like in WoD

Are these "Rogue Traders" as tough as space Marines? Or is like one space marine considered the BBEG? What weapons do players get and such?

I play on Skype with my friends these days, I don't need to buy models/miniatures to play do I?

I know a lot of these can be solved by reading the book but I'm at work without great internet and will be sure to download it when I get home. I'll lurk more on the thread until b then thanks.
>>
>>49027641
>>49027781
Well no, it would not be the same encounter.

>encounter begins
>Commissar shoots in a surprise round
>player burns fate, the Commissar's bolt round blasts a chunk of skull out, but miraculously the brain is undamaged
>player in now unconscious, combat encounter ends
>player comes to
>Commissar begins another encounter with another surprise round...

So really the RL shitposter was wrong, and that's how, if I was GM, I would have played it. Instead of just one short, "clean" execution, the character would have been shredded by shot after shot until he had no more fate to burn.
>>
>>49038776
Concise skills, attribute system, revamped classes, no more thrones-- use influence
>>
>>49041315
All the 40k RPGs use d100s yeah.
By default, everyone in every 40k RPG is a Human. Certain Splats in Rogue Trader allow for Dark Eldar, Tau and Ork, though fansplats exist that allow Eldar and I think Kroot. The intent here isn't a full Xeno party, but just one player be the Xeno to fuel roleplay.

The players are the primary members of the crew yes, and they all do things that others don't. If the players can't decide who gets to be the Rogue Trader, then nobody does and you NPC the guy. Space Battles operate on a turn basis, and to my knowledge everyone can do something or other to boost something on the ship. The Void master (the pilot) is typically the best though.

There are Careers, with set career trees and ranks. You can buy from outside your set career tree with GM permission.

Rogue Traders are still humans, but they can trick themselves out like no-ones business. Much of the 40k RPGs are about gear and the bonuses it gives you, rather than just having good stats and bad gear. A tricked out Rogue Trader can shoot lasers that melt tanks from his rings before an Astartes can realise they're under attack.

No minatures are needed, if you want to use Roll20 for distances and combat maps then you're free to, but it's not required at all.

Welcome aboard Anon.
>>
>>49041315
>Is it a good choice to start off for the 40k rpg game
I would say no. Playing a RT game is a HUGE party imbalance, and requires some pretty extensive knowledge of the setting, in particular the social and political kinda normalities that exist around the fringes of the Imperium.

>Wouldn't everyone in the group want to play captain then?
Exactly the imbalance. You need a special kind of group to play RT, ie. one full of players that can be happy in just accepting their role in the crew and taking orders from another player.
>Are these "Rogue Traders" as tough as space Marines? Or is like one space marine considered the BBEG?
Woah boy. Have you read the books at all? I'm pretty sure the RT book would give you a decent idea on what a RT is.

Basically though, the Imperium gives official papers to a family name, to allow pretty provocative trading on the outskirts of Imperial space. These Rogue Traders are just humans, but grow filthy rich and so hold immense power. Space Marines don't really get involved...
>>
>>49041315
>especially my brother who seems autistic about paladin's and religious figures (he never trusts any paladin in DND comparing them to the real world Christian ones).
Sounds like he might have difficulties with the 40k setting.
>>
>>49041552
Hmmm what would you suggest as a good jumping off point to start a 40k campaign setting? Me and one other friend who introduced me to 40k have played a lot and are pretty comfortable with three ins and outs of the universe. I was asking the space marine comparison just to have an idea of how powerful the Rogue Trader is.
>>
>>49041717
Yeah he might. But he might also like sticking it to any stray servants of the Emperor or what not. He liked start trek well enough.
>>
>>49041392
Very helpful thank you. Another anon mentioned it's probably not the best to start with in terms of 40krpg but i can see it theme wise making everyone happy. Are there other games you'd suggest that aren't dependant on serving the God King emperor as that will trigger some of my group members?

And I am really sorry to ask but can you give me some examples of basic careers that PC's can be?
>>
>>49041766
Only War is pretty good I suppose. Just be soldiers, completely ignorant to what you're actually up against, given equipment mission by mission.

Otherwise Dark Heresy can be played in a more radical way that does have less preachery shit and more just investigative freedom, again with a general unknowing of all the xenos and stuff.
>>
If I am reading this right, suppressing fire can cause friendly fire?
>>
>>49041978
Anybody else like how fatigue is handled in 2e? Makes it much better than a flat -10 to tests.
>>
>>49042615
Shit, left the reply link in.
>>
1st ed:
In the 1d4chan wiki, it mentions that Accurate weapons can deal more damage on a good hit.
But I'm trying to find that in the pdf I have, and I'm finding nothing of the sort.

Is this an actual thing? Not finding it in the armory to trait section.
>>
>>49044967
It was errataed in.
>>
>>49045002
Thank you, found the errata listing, and my group's gm is deciding if he wants to use them.
>>
>>49045414
It would at least give a contender to full-autoing everything.
>>
>>49041766
>>49041978
Also want to add, the devotiony stuff to the god Emperor is only as pervasive as the GM makes it, and really there are fluffy ways to even have next to none of that in your game. Like with Only War, if you're playing for example with a Death World regiment, they're not often too keen on praising the Emps. Like how the Catachans were known for making Commissars or other non-Catachan officers "disappear" when placed into their ranks, they didn't care so much for the Emps as they just fought for themselves, for mankind.

Another third option (because I was on a phone for that post and keeping it short), is of course Black Crusade, which is playing as Chaos. It will pit the PCs against each other however, as players in Black Crusade have all their own goals and shit to please their own gods, and the game purposefully tries to make those goals clash to represent all the internal conflict of Chaos.
>>
>>49047824
>Like how the Catachans were known for making Commissars or other non-Catachan officers "disappear" when placed into their ranks

That's not quite accurate. Catachans don't have a problem with off-worlders as a rule - what they have a problem with are people who demand respect simply because of their rank or status. In Catachan society, these things are earned the hard way (by not only not dying, but making your buddies kill gooder while not dying) and that's why the intrinsically respect their own officers quite a bit - because those officers have individually earned the respect of their men in order to earn that rank, and even then that respect can be lost.

The problem with Catachans and Commissars is that many Commissars demand respect simply because they are Commissars, which is a huge cultural taboo for Catachans. Furthermore, Commissars tend to be very hidebound and inflexible, enforcing rules unilaterally without context - which goes against Catachan culture of "adapt and survive by any means necessary," as well as their very, very strong sense individualism. They are not "insubordinate" so much as they are "strong-willed."

In the Bastion Wars omnibus, two Commissars (attached to Krieg regiments) discussed their prior services, and one of them mentions that he served with a Catachan regiment. The other Commissar essentially said, "That sucks bro," but the Commissar said that they're actually not nearly so difficult to deal with as people think they are, and that ultimately they're fine troops when you figure them out and manage to earn their respect.
>>
>>49048055
Oh man, thanks for the clarification then anon.
>>
>>49048055
>In the Bastion Wars omnibus
I need to go back and read that, I've only read the first one but I recall being very impressed at how much Henry Zhou took advantage of the openness of the 40k setting in contrast with most other authors.
>>
>>49048151
It's aight. 90% of the time, they're still going to have serious issues with one another, but it's not because one of them is a Commissar and the other is a Catachan.

Also, if you're doing Catachans, remember that while they're often unruly and strong-willed, distrust institutions and their agents (they view bureaucrats as being soft and spinless) and will be very vocal in their opinions, they're ultimately extremely loyal to the Emperor and the Imperium as a whole. They fully believe in the Imperium, and the idea of betraying the Emperor is absolutely anathema to them (Betraying an agent of the Imperium that they deem to be incompetent or against the ideas of the Imperium, however, is completely fair game).
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