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/40krpg/ 40k Roleplay General

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Cute Comrade Romance 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

Old Thread: >>49234824
>>
My players want to use Autoguns instead of lasguns. Wat do?
>>
>>49267331
Let them? I don't see why not. They'll have supply chain issues, but they'll be more versatile. Give it a slight discount and have it replace their Main Weapon.
>>
>>49267331
Let them do it. There were a few posts in the last thread that covered how not different they really are.

Hell, aside from autoguns having access to fully-automatic fire and their lack of the LVS, the only difference between them is their damage type. The damage code is even EXACTLY THE SAME.
>>
https://www.fantasyflightgames.com/en/news/2016/9/9/a-new-path-forward/

Reminder that 40kRPG is kill
>>
>>49267298
So I was reading Into the Storm to consolidate the rules into a help sheet and saw the flyer rules on dodging.

"The pilot makes a Challenging (+0) Pilot Test, with a penalty equal to the vehicle’s size modifier (this deliberately works differently than the Dodge manoeuvre for ground vehicles and skimmers). For every success, he avoids one shot from a single source, as with a Dodge Reaction. The Dodge Manoeuvre is unique in aerial combat in that it is performed on an opponent’s turn, and is performed in addition to the standard manoeuvre. A pilot may only Dodge once per round." (p176)

It says it's different to the ground vehicle dodge which is the following:
"The driver sees a threat and dodges, hopefully throwing his vehicle out of the line of fire. This action may only be taken if the vehicle has moved at least its tactical speed during its previous turn. The driver makes a Drive or Pilot Test, with a penalty equal to the vehicle’s size modifier (someone attempting to dodge with an Enormous truck, which grants opponents +20 to hit due to size, would suffer a –20 to his Drive Test). For every success, he avoids one shot from a single source, as with a Dodge Reaction. If the driver fails the Drive Test by five or more degrees, he loses control of the vehicle and crashes." (p172)

I'm just confused what they mean by it's "unique...it is performed on an opponent's turn" since that is literally what a reaction, which the dodge for ground vehicles is, does. How exactly is it unique then?

The only way I could see that is since dodge "is performed in addition to the standard manoeuvre" then unless the pilot makes their life more difficult by adding dodge unto their complex movement action they cannot dodge at all. So unless the pilot knows to set themselves up to dodge they can't.

So what do you think it is or is that unique-ness quote completely wrong?
>>
>>49267298
Which fan entry do you guys think Knights the best, The Fringe Is Yours, or [CHIVALRY INTENSIFIES]?
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>>49267383

Its not like they can take our PDFs and books away anon.


Though I fear in the future 40k RPGs will turn into "WHAT RPG SYSTEM IS BETTER GUIZ XDXDXD" shitposting if they make new ones
>>
Guys I just read the news about FFG and GW

What's gonna happen to our games m8s? Do you think GW has the heart or capacity to try and make a TRPG themselves?
>>
>>49267565
>the capacity
Absolutely.

>the heart
Absolutely not.
>>
>>49267565
Nothing's going to happen to it, and I don't mean that in a defeatist way.

You still have your PDF copies, don't you? You still have friends to play with, no?

You'll be good, bro. We all will. And if GW releases a new game, who knows. Maybe it will also be good.
>>
>>49267565

Sure


but have you seen the disappointment that is the scion lore?
>>
Was a non-scanned PDF of Faith and Coin ever uploaded?
>>
>>49267421
I have a very specific combination of their rules that I use.
>>
>>49267480
>>49267565

GW does not have the capacity. The company have shit the bed with Age of Sigmar in a big way and they know it. However, they're too invested in AoS to pull out for another 5 or six years. Also the egos of the executives whose brainchild Age of Smegmar was are too inflated and too fragile to ever admit to a mistake.

What we can expect from GW over the next five years or so are desperate attempts to salvage AoS by turning it into a half-hearted clone/hybrid of Warhammer Fantasy Battles and 40k.

That leaves absolutely zero resources for any sort of RPG development.

Also, Games Workshop fucking HATES RPG players with a fiery passion for some unknown reason. They kept us waiting for a 40k RPG line for 20 fucking years, tried to pull the plug on said RPG line once before and have now done it for real.

The best case scenario is that someone else will license the RPGs but at this point I doubt it.

The PDFs aren't going anywhere, but hold on to those hardcopy books because those are about to become very expensive indeed.
>>
>>49267655
Yes
>>
>>49267421

I like the stuff from The Fringe is Yours. They're a little more "grounded," and fit amongst other vehicles and weapons a little better (I use vehicles from Only War near exclusively). I found that The Fringe is Yours Knights, while taking some effort, will go down to concentrated fire from lascannons, tanks, etc, while the Chivalry Intensifies Knights are more balanced around fighting each OTHER, with the average vehicle or plucky heavy weapons guy not standing a chance.
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If your character has burned their last fate point, and you're playing with MNW, is it worth it to be embraced as a Thallax? It seems a powerful option, but everything I read in the wikis seems to indicate they're addled wrecks. I mean, maybe it's better to die at that point...
>>
>>49268563
They only go insane slowly, anon. It's all perfectly fine.

Besides, lore-wise, they belonged to the Ordo Reductor and are gifted to the rest of the Mechanicum. Though, we'll have to wait until IA14 to see if that's still true for the 41st millenium.
>>
>>49267480
>>49267917

will there be a clearance sale, to get my hands on some?
>>
>>49267917
>that feel when I just bought a copy of only war and DH 2e core books
Maybe I should buy the supplements too.
>>
>>49269152
Doubt it very seriously, I would be surprised if they even came back up on drivethru one last time, let alone them trying to put it on sale.
>>
>>49267298

Since it seems to be missing from the OP

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! (V1.1.9), a new /tg/ made Only War supplement for playing as Skitarii, Cult Mechanicus, and joyriding an Ordinatus!

http://www.mediafire.com/download/dmylf4f40eslea9
>>
>>49267917
>Also, Games Workshop fucking HATES RPG players with a fiery passion for some unknown reason.
Anon, the reason is very very simple. RPGs are games. RPG players are not buying Citadel™ Miniatures to play those games, they are not buying Citadel™ paint to paint those minis, and they are not buying Citadel™ Painting Supplies to paint them with. Games Workshop is not some kind of workshop for games, it is a modeling hobby company. They sell The Hobby, buying and painting The Best Miniatures In The World™. RPG players are not investing in The Hobby, and are therefore parasites on their business.
I'm being facetious, but I would not be shocked if that actually is how they think
>>
>>49269693
It's missing from the OP because they're all in the Homebrew Megafolder.
>>
>>49269820

Mars Needs Women isn't in there yet.
>>
Any tips for those running an imperial knight game for someone considering doing it? What enemies and missions do you use to challenge your players?
>>
>>49270043
Anything you'd use to threaten a Knight in the tabletop, to be honest. It scales pretty well in that case.

Boss fights would be other equivalents, like the Stompas and whatnot. Encounters like a tank squadron would provide a fun and intense fight. Occasionally introduce a sneaky fucker with a melta bomb to keep your boys on their toes.
>>
>start first session of Only War
>we've already had two people have to use fate points on the very first roll to prevent themselves from being crippled via airdrop
>one failed the reroll with a 98
>>
>>49270043
Rule #1 of a Knight campaign: Think BIG. You are playing a pack of Superheavies. Put on some hard rock or metal, start looking through the books, and put the players through absolute hell on Terra against fellow superheavies, ridiculously massive hordes, heavy armor units, and the occasional meltabomber. Be creative with arenas, too, and remember to let the players absolutely ruin the scenery with every movement and missed shot. Let them FEEL massive and powerful and unstoppable as they bull-rush through 300-foot-tall statues to cut a Bio-Titan in half from behind.
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>>49269762
Wouldn't be surprised. For *years* they were fairly terrified of licensing their IP for video games, stating repeatedly that they didn't want to make something that would compete with the miniatures game. Dawn of War felt like a damned miracle when it came out.
They've about faced on that, with mixed results. Plus side is that they seem extra eager to license out what used to be Specialist Games, so if we're good little boys and girls we might see Necromunda or Gorkamorka or something like that.
But yeah. I feel like GW as a company has this weird complex about what is and is not competing with their gameline.
>>
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>>49267383
Had I the money to do so, I'd buy a physical copy of everything instead of the handful of books I have.

Course I couldn't even do that if I wanted to, some stuff is already out of stock and sure as hell won't get refilled since the line is ending. Shame.
>>
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Are there stats for Tau vehicles anywhere? I want to use a Tau heavy Only War campaign.
>>
>>49271424
Rogue Trader has the various battlesuits statted in the Tau Character Guide. Up through the Riptide. I think one of the Only War books has Devilfish and Hammerheads, but I could be wrong.
>>
Just spreading the news, GW just pulled the warhammer and WH40k Licences from FFG, and all of their products are now cancelled. This includes Board Games (such as Relic or Forbidden Stars) Card Games (brand new lcg Conquest) and ALL 40k rpg's have ceased production, and will be removed from the product lines on Febuary 28th, 2017. Fuck GW. Proof: https://www.fantasyflightgames.com/en/news/2016/9/9/a-new-path-forward/
>>
>>49272182
>Fuck GW
The decision was likely due to Asmodee owning FFG, and being in competition with GW, senpai.
>>
>>49272205
where will we get our DH fix? wait for DH3?
>>
>>49273696
Maybe the licenses will go to someone who will actually publish stuff.

Ah, who am I kidding, RPGs aren't profitable enough for anyone capable of getting the license. Even D&D itself is running on a skeleton crew these days.
>>
>>49273815
isnt 5e a best seller?
>>
>>49273823
Yes, but that's a relative term.
>>
If we were to start unifying all systems, how would we go about it? We'd use DH2 mechanics, have one core rulebook, with about a dozen splatbooks? How would we create these PDFs? LaTeX? Host all of that shit on GitHub? Would we have a unified Monster Manual of sorts? So many questions.
>>
>>49273859
DH2 core.
Psychic system from BC or OW.
Everything has three aptitudes with maximum discount still at two matches.
>>
>>49272205
>>49273696
Also where can I get non-english DH PDF-files now that DriveThru has removed everything from their store?
>>
What obligates a Daemon to obey its summoner when it is summoned?
>>
>>49274169
Rituals and runes of bindings and such. Otherwise it would do whatever the fuck it feels like doing which, in most cases, would be kill whoever summoned it.
>>
>>49274169
Sorcerous power, a properly performed ritual, and a clash of wills.
>>
Yesterday we tried playing Deathwatch with our Pathfinder group and even though we were completely unprepared we had a really good time. However, we've been thinking about buying the core rules for one of the other systems as purging xenos will probably get boring fast.

Now, we want a bit of each one of them, but playing off PDFs seems impossible considering how convoluted the rulebooks are, so we will definitely buy a physical copy. But, which one? Rogue Trader seems the most interesting but it's also the oldest one.

So, which one is your favorite? Which one would you guys recommend? Are the newer rules much better than the old ones?
>>
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>>49267735
Interesting critique and mash up. What system do you primarily use it with?

>>49268117
>while the Chivalry Intensifies Knights are more balanced around fighting each OTHER,
And other super-heavies. Chivalry Intensifies is about super-heavy combat so it's balanced around that. And define "average vehicle", because a Leman Russ with AP ammo is still capable of giving a Knight an "Oh fuck" moment, but a Chimera is going to get ravaged by the D-estroyer quality. Which is why you send squadrons of vehicles at Knights (especially a lance of Knights).

>or plucky heavy weapons guy not standing a chance.
Well, a guy with a jump-pack and meltabomb going for your cockpit is not only a ballsy move but also surprisingly effective.
>>
>>49271424
Deathwatch Mark of the Xenos, if I recall correctly.
>>
>>49274272
If you can remember the rules to Pathfinder, you sure as fuck can use a PDF of a 40k game.
>>
>>49267383
>Even in death I still serve
>>
>Game dead.

So, how do I download? Mega limit is hell-of-a-low.
>>
Considering how Subtly works, how do you gear up without attracting suspicion besides having the adept handing all the things with the techpriest handling all the cybernetics?
>>
>>49271424
Rites of Battle for Deathwatch has a lot of them, from Devilfish and Hammerhead to Tiger Shark and Barracuda.
>>
>>49276195
Best quality equipment and cybernetics, hidden body cavities for compact-stuff (from laspistol derringers to data-gremlins), decreasing the availibity or using Trade skills for creating weapons from undetectable materials. Also, joining the cult of Micro-Omnissiah.

Other way is to impersonate the organizations that are allowed the rather obvious ... things. Raid mission in the masquarade of Redemptionist dervish-commandos or walking down the PDF base as Commissariat Provosts always works.

Radicals Handbook for DH1 has few other good ideas.
>>
>>49270149
They scraped him off the tarmac like a lump of strawberry jam and he ain't gonna jump no more
>>
>>49276195
As in buying everything?
>>
>>49276195
You buy everything you could possibly need between missions. Or get gear via illegitimate means.
>>
>>49274272
First off, good luck finding them now that they're out of print.

My preference is Only War or Dark Heresy 2e, since they finally got rid of the pointless "per-class advances" system and let you do what you wanted with your character. But honestly, just use PDFs.
>>
>>49269820
There's also the homebrew with the droptroopers.
>>
>Reading OW Hammer of the Emperor book
>Checking Melee weapons to see neat things I can give my CC regiment
>See Chainflail
>"A solid grip with a trigger attached by various adamantine cables to a whirring head lined by four parallel rows of voracious teeth, the chainflail reminds all who see it that its wielder’s faith is untainted by the fear of death."

How the fuck does that even work

I have no problems with chain-weapons because I think they're awesome, but...how the fuck does that even work
>>
>>49277825
With lots of faith in the Emperor, anon.
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>>49277825
Here, it explains it all.
>>
Literally played the worst game of 40k RPG that I have ever played. Actually would go as far to say as the worst fucking game I've ever played.

We accidentally invaded a planet without being told it was an imperial hive world, that we were part of an invasion fleet, and that we weren't issued radios, vox, or any means of communication.

Also we invaded an imperial hive world with 3 squads of infantry.
>>
>>49278119
What even happened? GM miscommunication, or what?
>>
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>>49278077

Fukken saved.
>>
>>49274596
>what system do you primarily use?
Most of my 40k games are run in Only War, though I've wanted to do one or two with Dark Heresey. I've played some Deathwatch, also.
>>
>>49278202
Oh the GM was just fucking terrible, and half the players were terrible. We had a psyker that tried to mind rape everything that moved, including the commissar and he thought he wouldn't get in trouble for it. Also tried to make half the party kill themselves because they dare go against him.

We also had a midget hiding in the glovebox of a car, smoking pot and tried to make a meth lab in the back of the chimera. GM was encouraging this.
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>>49278252
>>
>>49267480
>Though I fear in the future 40k RPGs will turn into "WHAT RPG SYSTEM IS BETTER GUIZ XDXDXD" shitposting if they make new ones
The objectively correct answer will be FFG of course. GW, for the past half decade (with change), hasn't been capable of producing fluff or rules that aren't garbage
>>
>>49267383
Just dropped a bunch of money on the books that they still have in stock. Now I just have to brave ebay prices in search of Hammer of the Emperor and the Core Rulebook.
>>
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story time
>be first ever RPG game with friends
>deathwatch
>standard starting campaign
>go blow up eldar ship blah blah
>go to some inquisitors party for RP reasons and to talk about what to do
>someones birthday
>take bottle of wine because fuck it why not
later
>be on eldar ship
>bomb has been in the eldar ship
>have to go to find it
>find bomb
>get near our target
>some high end eldar bitch shows up
>monologues.gif
> to GM "remember that bottle i took, i'd like to throw it at her stupid face
>Gm: "okay roll"
> *DoS for life"
>hit eldar in eye
>blinds her
>someone smashes her with a table and kills her
friend even doodled it
and thus ends the best introduction to role playing i couldve had
>>
>>49270572
>applying the veiws of the kirby GW to the rountree GW
GW has been actively looking to lisence anything and everything as of late. Hence the major increase in the number of warhammer vidya. Frankly, I wouldn't be suprised if rountree was looking into liscening the RPGs to someone else. Only reason not to would be if it wasn't profitable enough.
>>
>>49278742

I'm glad you enjoyed your first time, anon.
Also that Eldar is QT. Why did you have to kill her?
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>>49279036
You know, the eldar waifuism is pretty onesided.
We never see a party of Sisters of Battle capturing the Eldar Corsair Captain.
>>
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>>49279036
Because muh black templar anti-xeno autism
>>
So in Only War do you round up or down for fettering your psyker powers?
>>
If someone were to transplant an Only War character to Deathwatch, how much starting experience would they need?
>>
>>49279125
Even if you gave them a buttload of xp they would be fucked without really good gear
>>
>>49279224
yes, that is a challenge.

Still, how much xp would be needed to start?
>>
>>49279247
13000
>>
>>49279247
Also expect them to run circles around the Marines. While space marines are space marines they're hardly specialized starting out
>>
>>49279417
is there any way to make space marines and normal humans more balanced within a game?

>>49279398
what about if we were to put both marines and OW guardsmen into Rogue trader?
>>
>>49279078
Because the Sisters have eyes only for the Emperor and his grizzled, sexy-man followers. Eldar men aren't really men in comparison.

Whereas, if you think about it, men of the Imperium don't really have any female icons to look up to and weirdly sexualize. Unless you have a nun fetish.
>>
>>49279582
The thing is, from a raw experience standpoint, an Astartes is about 13k above a normal person. But most of that XP goes toward shit like their specialized organs, that they won't find themselves using that much.

In terms of optimization and performance, an Astartes is probably closer to 8k-10k XP. Because on your average Guardsman, that XP is all going toward making them better at whatever they want, while the Astartes XP almost all goes toward making them jack-of-all-stats that can handle most encounters fairly from the get-go.

So give your Guardsmen something like 10k XP and tell them that while this will put them behind the Astartes in terms of raw numbers, it will put them on about even in combat performance.

I don't have any experience with Rogue Trader, so I cannot comment on that, unfortunately.
>>
>>49279764
>not sexualizing the governor's daughter
filthy race traitor, what do you need? BLAM

>sexualizing the governor's daughter
slaneeshi scum. BLAM
>>
>>49279764
>>Unless you have a nun fetish.
>Not wanting to fuck platinum blonde uberfrau muscle-nuns with a thing for pain and fire play
You gay, son? Because the door to Neo-Sparta is that way.
>>
>>49279921
I was raised Catholic, nigga. I KNOW I have a nun fetish.

I'm just saying that other people might not.
>>
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>>49279764

Speaking of sexulizing shit

I always wanted to think of a back story to this picture its either the priest was wasting lives when they could have died for the emperor or the priest was a kiddy fiddler.


>WHAT DO YOU MEAN HARBORING SLANNESHI TENDENCIES
>I THOUGHT YOU KORPSMEN DONT CARE ABOUT CIVILIANS
>>
>>49280424
That'd be pretty cool, actually. A really brutally out-of-nowhere way of humanizing the one regiment that audiences have a hard time connecting to.
>>
>>49280566

They need more named characters the Catachans have the most out of all the regiments.


imo I think Lukas Bastonne would be a great Scion Character
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Me and my friends are having a little discussion in the group chat, about DH2e:

Why would a psyker ever push?

You get -10 on your willpower roll for every level you push, in addition to making psychic phenomena 9 times as likely. That last part is supposed to be the big deterrent, but the first is actually more significant in my opinion. Pushing is for dire situations, making a desperate move in a situation so bad that the Perils of the Warp don't actually make it significantly worse. Yet what you *don't* want to happen in such a situation, is your power fizzling and doing nothing at all.

None of the powers seem to scale enough with PR that the -10 willpower would be worth it, even if you've already resigned yourself to dealing with whatever Phenomena you cause.

What are we missing?
>>
>>49267383

40k is slipping closer and closer to the void. 40kRPG was the last bastion of greatness and creativity in the franchise.

Next thing we know they're going to pull a "Age of the Emperor" and fuck it all up forever.
>>
How do I turn a plasma rifle into a veritable sniper rifle? Only War, any books are valid. Weapon modification is not-so-quietly tolerated by superiors, so that's not a concern.

I blew up an Ork flakka-dakka trukk's gun at 350m in one shot last night. I have to make it stronker.
>>
>>49280984
You must be something of a regimental rock-star right about now.
>>
>>49281026
I am. It was about to shoot down a damaged Vulture we were using as air support. Saved a pilot's life, and our regiment isn't all that big in the first place.
>>
>>49280715
I think there's a total of two named officer kriegers, but no stats even though one is in IA
>>
>>49280424
No obvious Aquila on the priest means he's a heretic. At least in my book.
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>>49267298
Can anyone help me? I want to run a Rogue Trader character who has a group of special soldiers working for him. I dont know what rules to use / what combo of rules to use. My only idea is to have them as an NPC character that i occasionally take control of.

Anyone have any experiance with this? Anyone ever used the minions rules in BC?
>>
>>49280748
You're missing absolutely nothing, the system is just stupid.
>>
Alright guys, let's talk about homebrew stuff you've made for your games. Homebrew anything - regiments, homeworlds, planet societies, starships, alien races - whatever you got.
>>
I want to roleplay a sanctioned psyker but haven't read much in the way of 40k novels. I've played DoW though.
What are they like? Inflection, traits, clothing etc.
I would imagine an Astropath would have unimaginable hubris, being one in a million that is strong enough to be used by the Imperium rather than sacrificed to the Emperor.
>>
>>49281846
Well, last thread we had a few very nice homebrew paratrooper regiments. I also wrote up a homebrew Tauros transport for mine (Tarkesti Stormwing). Glorified Hilux with a galvanic motor.

Tauros Auriga
Type: Wheeled Vehicle
Tactical Speed: 20 m
Cruising Speed: 110 kph
Manoeuvrability: +10
Structural Integrity: 25
Size: Enormous
Armour: Front 18, Side 18, Rear 15
Vehicle Traits: Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity: 5 Imperial Guardsmen plus wargear, or equivalent weight of cargo

The Auriga follows the same special rules for its motive system as the Tauros Assault Vehicle. (Treated as Tracked Vehicle for purposes of test involving difficult terrain and when determining how much slower they get when suffering critical damage; additionally, ignore usual penalties to Operate tests that wheeled vehicles normally suffer when taking Motive Systems Damage
>>
>>49281846

Yeah, are there any homebrew supplements that have lore dumps for new planets in the sort of way that the official supplements do? That's some of my favorite shit really.
>>
>>49281883
Anon, Psykers are hated mutants that are lucky that they are useful enough to not be executed. Their clothing are the uniform of the Imperial guard regiment they are attached to alongside their handler(s) whom are prepared to summarily execute at a moment's notice.
>>
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>>49281922
>glorified hilux
What's that?

Also this seems to basically be the carrierhog from Halo. Am I correct in the assumption that this is basically what it's supposed to be?
>>
>>49268076
Link?
>>
>>49281983

Toyota Hilux, the most common truck used for technicals in the third world.
>>
>>49281983
It's an air-droppable carrierhog, yeah. Aesthetically a bit different, and six-wheeled.

Eventually, a player might figure out the roll cage would make for a great place to weld on impromptu pintle mounts.
>>
>>49281846
>Witchbane Cannon
This bizarre and heavy weapon was first introduced by the Techsorcists of Credence after the find of the Golden Cache. Operating much like a huge, primitive stub revolver and covered in insulating foam, it looks like a crude underhive build. However, the whining charging noise and characteristic, roaring purple null-beam has shown to be incredibly effective against creatures of the Empyrean, leaving the weapon coated in frost from the intense cold it produces.
>Exotic (Heavy); Range 80m; S/-/-; 2d10+6E; Pen 4; Clip 6; Reload 6F; Inaccurate, Special*; 35kg. (Each shell weighs ~0.5kg)
Special: This weapon ignores damage resistance and force fields generated through psychic means (including armour, Unnatural Toughness gained from sorcery, the Daemonic Trait, etc). Any psyker hit takes a -10 to all tests, and may not add its Psy Rating to its Focus Power tests. For each psychic power sustained, they must also test again at its original power level with the current modifications, or must forcibly dispel them immediately. Any Daemon hit takes a further -10 penalty to all its actions. Any creature that can must also take a Warp Instability test immediately. Additionally, whoever carries ammunition for the weapon counts as being under the effect of a null rod (does not stack with normal null rods). At the GMs discresion, it may also automatically dispel psychic illusions, barriers and constructs if they were to be hit.

Essentially, a weird plasma cannon running on physically impossible null-gas that eats ambient energy when fired, cooling it to near 100K if left unchecked, so any spring would instantly shatter.
>>
>>49278252
>We also had a midget hiding in the glovebox of a car, smoking pot and tried to make a meth lab in the back of the chimera. GM was encouraging this.
Typical ratling behaviour, nothing strange here.
>>
So, Faith and Coin says that there are rumors of a world of Xenos in the fringes of Koronus Sector that worships the Emperor.

The location of the Rak'gul's homeworld is unknown.

What if we combined those ideas? The Rak'gul homeworld is filled with devout, eight-legged predator-xenos cyborgs, and the Rak'gul that raid the Koronus Sector are heretics that used warp-sorcery to flee their home system in their ships, and where the heretic Rak'gul have blank metal masks cybernetically attached to their faces, the loyalist Rak'gul have their masks decorated with carvings of human faces and Imperial Aquillas.

It turns out that the reason that the heretical Rak'gul so ferociously attack human settlements is because they belong to one of the more edgelordy versions of Chaos worship, and they're actively seeking to defile that which the loyalists hold as holy - which is to say, they're actively trying to destroy humanity, in atrocities that the loyalists would be shocked and appalled by.

What do your Rogue Trader characters do when they discover this? How would your Only War characters react to a regiment of Emperor-worshiping Xenos cyborgs getting shipped in to their warzone as reinforcements?
>>
Rogue Trader mentions players probably have three reloads, and DH 2 says you get two reloads. Are weapons assumed to be loaded, meaning these are 3+1 and 2+1, or is that your total amount of ammunition?
>>
>>49282595
I think it might be three magazines, or two reloads.

So, 3, or 2+1.
>>
>>49282333
>What do your Rogue Trader characters do when they discover this?
Exterminate the xenos with plasma and sword, obliterate all xenotech, eradicate every last trace of xenos settlement, and settle colonists on the planet to grow lho and brew liquor until the day they die. Light up a cigar and drink some brandy, silently toast the Emperor for allowing me to serve him so, then go plow my third wife and hope she gives me a son so I won't have to have her beheaded like the others.
>>
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>>49282010
Ah, rad.

>>49282040
It'll get pretty crazy when they realize they can strap an M2 to their not!carrierhog.
>>
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>>49267298
I want to try and create a game set on the eve of the unification wars on Terra, near the end of the age of strife. I was thinking of using the Dark heresy rules for stats items, etc. But my problem comes in the character creation. Should I switch our the different homeworlds, like hive worlds, forge worlds, etc to the various nations/tribes on Terra. And I was also thinking in just removing some classes like techpriest, mystic, heirophant.
The party is ment to be a small mercenairy band that travel around Terra. But this is all I got so far. Any help would be great.
>>
>>49282722
Well, our heavy gunner already has a heavy stubber... not that he's used it a ton yet (he smacked into a bridge and we had to bail him out from getting ork'd on). I'm sure he'll use it eventually.

>>49281846
In the meantime, one of the various homebrew weapons I've cooked up, whether for the Tarkesti or for other regiments:

Merea-pattern Blazer Laspistol
Class: Pistol
Range: 20m
RoF: S/-/-
Dam: 1d10+4 E
Pen: 7
Clip: 8
Rld: Half
Special: Overheat
Wt.: 2kg
Availability: Rare

Relatively uncommon among members of the Imperial Guard, the Blazer laspistol incorporates numerous extra capacitors while omitting a normal laspistol's safety features. Its overcharged shots replicate that of a hot-shot laspistol at very short range, but quickly lose coherency in travel. Blazer laspistols deal +2 damage at point blank range, but have a maximum range of only twice the listed range, rather than four times.

Shotlas pistol.
>>
>>49267917
>GW does not have the capacity. The company have shit the bed with Age of Sigmar in a big way and they know it. However, they're too invested in AoS to pull out for another 5 or six years. Also the egos of the executives whose brainchild Age of Smegmar was are too inflated and too fragile to ever admit to a mistake.

That's simply not true and you probably know it. You are just still butthurt about losing Fantasy.
>>
>>49281922
>>49281846

Transport Utility Sentinel
Type: Walker
Tactical Speed: 8 m
Cruising Speed: 45 kph
Manoeuvrability: +15
Structural Integrity: 16
Size: Hulking
Armour: Front 20, Side 20, Rear 20
Vehicle Traits: Open Topped, Walker
Crew: Driver
Carrying Capacity: 4 guardsmen on outer mounted benches, 2 each side.
Weapons: Multi-laser & passengers fire.

Sentinels that are tasked with infiltration and patrol actions have been repurposed to function as utility transport vehicles. Carrying 4 troops each they are used by patrol veterans and stormtroopers to avoid soldier fatigue form marching before facing the enemy. It provides no armour whatsoever to the passengers which is why when confronted by an enemy their first move is to disembark from the main target. It also keeps all of the standard functions of a sentinel and mounts a multilaser. While it might not have the speed of other vehicles it is slightly better at negotiating terrain such as marsh or swamp and is a favourit of rogue traders armies.
>>
>>49282998
We've all got a thing for transports, huh?
>>
>>49280424
Why do Gasmasks look so cool?
>>
>>49282637
This.
Xenos have no right to exist. No exceptions.
>>
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>>49283063
>>
>>49283123

If only it were that easy. It is the natural right of mankind to purge the xenos, except for this one untouchable Tau we have to deal with sometimes. Oh well. You do what you can in the Emperor's name.
>>
>>49281386
I usually run them as NPCs you make Acquisition checks to acquire, who you command with Command checks.
>>
>>49282724
With all those tectonic shifts and nuclear holocausts how did humans even make it to the 29th millenium?
>>
>>49267298
Is there anyway to bulk download from the mega without installing their shitty add-on or dealing with the random "out of memory" shit that ruins downloads?
>>
>>49283173
Darwin is a harsh but fair teacher.
>>
>>49282724
Have it be that the home world decides the living place. Feral is tribals. Hive-world is from a dilaptidated Archology etc. Tech priests could have been sent from mars
>>
>>49282764
Nice pistol.

Heres one of mine.

Koronus pattern boltpistol.

Class: Pistol
Range: 30m
RoF: S/2/-
Damage: 1d10+5 X
Pen: 4
Clip: 8
Reload: 1 Full
Special: Ambidextrous Ejector. Tearing.
Wt: 3.5kg
Availability: Rare

Ambidextrous Ejector: With a few simple adjustmants to the machine spirit this weapon can change the side it ejects spent bolt casings. This reduces the penalty for firing the pistol with your offhand by -10.

Best quality versions automatically gain the Accurate quality.
>>
>>49283123
You're almost doing them a favor really, if they're truly faithful perhaps their souls can ascend to humanity in another life
>>
>>49283373
>dual wieldable bolt pistols

Dank. Have a knockoff Longshot.

Heavy Stub Rifle
Class: Heavy
Range: 250m
RoF: S/-/-
Dam: 3d10+5 I
Pen: 6
Clip: 1
Rld: Full
Special: Reliable, Felling (2)
Wt. 15kg
Availability: Very Rare

This monster of a rifle fires autocannon shells with enough force to punch through light vehicle armor. Though its single-shot feed limits its damage output somewhat, its relatively light weight and long range compared to other specialist weapons gives it a niche in sharpshooter teams. The weapon is issued with a standard bipod.
>>
>>49281983
>>49282010

Its a diesel version of the Tacoma
>>
>>49283446
>Dank. Have a knockoff Longshot.

I once came up with a similar idea though i wanted to use it as a recoilless rifle for my drop troops.
>>
>>49283018
Well, my one is modelled off of those small helicopters with the 4 outiside seats. Except its a walker and saves your knees by using mechanical ones.
>>
>>49283476
My dudes are droptroops too. I figured with the emphasis on long range we have (I'm the plasma sniper above), our heavy gunner might end up wanting a long-range rifle to use on certain missions instead of his regular heavy stubber.
>>
>>49283446
>>49283373
>>49282764

What big gaps are there in the weapons Only War offers? It seems like most every niche gets covered somehow.
>>
>>49280984
Be a Sharpshooter.
>>
>>49283446
>>49283373
>>49282998
>>49282764
>>49282302
Nice.

>>49283738
Eh, there aren't really any "gaps," per se, as it's designed to offer a wide variety of weapons for different tactical situations.

What it's more about is creating your own variants and patterns of things that fit the playstyle and theme of your units (or the units they're fighting). For example, my Chainsword-wielding Grenadiers uses a unique, pseudo-Autogun called the Mandikali Autopistol.

Mandikali Autopistol

Class: Basic*
Range: 50m
RoF: S/3/10
Damage: 1d10+2 I
Pen: 0
Clip: 24
Rld: Full
Special: Tactical Configuration, Hybrid Class
Kg: 3.5kg
Availability: Scarce

Tactical Configuration: This weapon is designed for the Vigilant Sons to maximize the capabilities of the standard Autopistol, while its folding stock, elongated barrel, and underslung tactical rail allow for the weapon to still be dangerous at medium ranges, as well as be compatible with many upgrades initially designed for Autoguns and other rifle-class weapons.

When the wire stock is extended, this weapon can be used as a Two-Handed Weapon, increasing its range by 10m. Extending or folding the stock is a Full Action. Furthermore, when used with the stock extended, the wielder may benefit from any Talents or Skills that grant a bonus to Basic weapons (ultimately at GM discretion).

However, this weapon isn't a true Autogun - merely an up-sized autopistol. Unlike the average autopistol, however, this weapon isn't balanced around the palm of the wielder, meaning that when used one-handedly it tends to suffer from noticeably more recoil, especially at medium range and more. When firing this weapon One-Handedly, this weapon gains the Inaccurate quality when firing at targets that are further than Short Range, and also suffer a -10 penalty for Full-Auto fire when used outside of Short Range. These penalties are cumulative.

Hybrid Class: This weapon can take any upgrade for both Autopistols and Autoguns.
>>
>>49284040
Correction: this is a Pistol weapon, not a Basic one.

Also, if there is an upgrade that is available to both Autoguns and Autopistols, it must take the Autopistol version (when relevant).
>>
It seems like most homebrew weapons people make are just sidegrades of regular weapons, or a little bit stronger but with some crippling downside that makes using one a chore. Why?
>>
>>49284093
Hard to fill a gap or niche that's already filled. I like sidegrades, personally. What's your suggestion?
>>
>>49284093
>Why?

Mostly because the official weapons really can cover a lot of things, and leave very few gaps of necessity.

These weapons are likely designed to complement a specific regiment or individual, where that crippling downside is largely irrelevant, or simply because people really want a specific feature on their weapons.

It's kind of hard to make something completely and totally new that is actually worth using. I'm trying to balance out a grenade-sling (basically allows you to fling hand grenades really, really far) and I'm close, but not there yet.

This type of design happens all the time in real-world weapons manufacturing.
>>
>>49284093

Because if I want my GM to approve something, it has to have a downside to be less powerful than official gear.
>>
>>49284176
>Grenade sling
Besides the sling that is already in the core book?
>>
>>49284040
>>49281846

Since I posted the weapon, might as well post the regiment itself.

Mandikal 233rd "Vigilant Sons."

Homeworld: Penitent (3)
C.O.: Supine (2)
Type: Grenadiers (4)
Doctrines: Hardened Fighters (2), Demolitions (3)
Drawback: The Few (+5)
Favored Special: Grenade Launcher
Favored Heavy: Missile Launcher
Cost: 14pts

Characteristics: +5 BS, +3 WP, +5 WS
Aptitudes: Willpower, Offense
Skills: Common Lore (Eccl., Imperial Creed), Intimidate, Linguistics (Low Gothic), Tech-Use, Die Hard
Talents: Bombardier, Street-Fighting, Nerves of Steel OR Unshakable Faith, Weapon Training (SP, Chain)

>Fighting Guilds: The fallen hives of Mandikal are a cruel and unforgiving place. The child recruits of the Governors Elite spend much of their lives conducting gang-suppressions with the the trademark Autopistol and Chainsword of their order. All One-Handed weapons benefit from the Street-Fighting talent, and all Mandikali gain Two-Weapon Wielder (Melee, Ranged).

>Get Close!: Given their unshakable resolve and desire for war, as well as their chosen armaments, the Mandikal desire only to destroy the foe at point-blank range. As such, Operator characters may only be issued Transport vehicles (aeronautica or surface) or Hellhounds, Tauros', and their respective variants. Operating any vehicle outside of these classes, while possible, will cause the operator to suffer a -10 penalty to all tests, as he is unfamiliar and doesn't understand the nature of the vehicle itself.

>Taboo: Plasma weapons are viewed with extreme suspicion by the Mandikali, citing ancient legends and myths. Using any Plasma weapon incurs a -10 penalty to WS and BS, in addition to any other modifiers. Furthermore, Mandikali have little patience for stationary tactics - they will not voluntarily weigh themselves down with weapons that require stationary mountings or tripods to operate (essentially restricting their Heavy Weapons to H. Flamer, Multi-Melta, H. Stubber, and Missile Launcher).

Cont
>>
>>49284919

>Tamed Savages: While their service as members of the Governors Elite has taught them discipline and made them excellent soldiers, their mannerisms, language, and appearance are still extremely off-putting to those who aren't used to them. Any character from Mandikal suffers a -10 F penalty when dealing with anybody who is not from a Feral World (who get the mindset), including characters within the regiment itself (such as a Commissar). This can be overcome (at GM discretion) if the individual interacts with the players enough to develop an understanding of them and relax around them.

>The Governors Sons: Rank and status are greatly valued within the Vigilant Sons. As such, leaders and other, elite soldiers receive the best gear available to them, yet even still they rarely deviate from any weapon or equipment that isn't suited for close-ranged melee and demolitions work. All characters begin the game with their Main Weapon as the Mandikali Autopistol, and exchange their Knife for a Chainsword. Furthermore, the following benefits apply:

>Any Sergeant character from this regiment may begin the game with a Common Power Sword or Good-quality Chainsword with the Mono upgrade, and take either a Good-quality Mandikali Autopistol or a Common-quality Bolt Pistol. He may not begin the game with any Basic weapon.

>Any Storm Trooper MUST exchange his Hot-Shot Lasgun for either a Best-quality Mandikali Autopistol, Good-quality Bolt Pistol, or Good-quality Hot-Shot Laspistol.

Standard Kit: One Mandikali Autopistol with Aux. Grenade Launcher (4 Clips), one Chainsword, 1 suit Light Carapace Armor, 2 Frag grenades, 1 Krak grenade, 1 Smoke grenade, poor weather gear, rebreather, microbead, mess kit and water canteen, 1 set basic tools, 1 blanket/sleeping bag, 1 rechargeable lamp pack, grooming kit, ID tags, Uplifting Primer and Teachings of Saint Ben'a, 2 weeks rations, amulet of Saint Ben'a, bone-chalk for marking armor, ritual knife, fetishes
>>
>>49285293
>>49284919
Fluff:

The world of Mandikal is a brutally harsh world of fallen hives and decrepit ruins. Its world, torn apart in a long-forgotten war, languishes in ruins, its population fighting with scrap-weapons and the cast-offs of Rogue Traders who come to the world to trade with the natives in exchange for guides into the Underhives. Gangs and tribes control large areas, and battle is an almost daily occurence in many places. Where once billions thrived, only a scant tens of millions remain in the ruins, petty kings and small-time warlords squatting in the ruins of toppled palaces and citadels with weapons that were old a thousand years ago.

There is, however, one exception - the Governors Palace on the western continent. A small bastion of "civilization," the Palace is a carved-out city-state wrangled from the tribes and gangs by the Lord-Governor of the world upon its discovery by the Imperium a millennia ago. Numbering only six million people, it manages to constantly survive the gangs and hordes of near-feral cannibals that arise from the underhives, a bulwark against the damnation of the entire world.

The saving grace of the world is the Governors Elite, an elite corps of soldiers numbering 100,000 strong that are trained from birth to be soldiers in the Governors army. Massive psychological brainwashing, daily training regimes, active combat engagements when the soldier-recruits are only twelve years old, death-duels and ritual warfare - all of these mold the Elite into a dedicated, unquestioning force that is brutal in close quarters, using solid-slug pistols and holy Chainswords to rend through the foe at point-blank range and in close combat.

Cont.
>>
>>49285293
You *really* like your autopistol, don't you?
>>
>>49285548
This Elite is a deeply and unquestioningly religious order who not only view their service in the Elite as a blessing and burden to their homeworld and the Imperium, they believe their Governor (whomever he may be at the time) is the divinely appointed representative of the God-Emperor himself, and as such is a holy figure worthy of veneration second only to the Emperor. His word is law - they will follow him unquestioningly, no matter the order (so long as it does not insult the God-Emperor, of course, but the nature of politics means this can be far more muddied and complicated...).

The beginning of this version of the Imperial Creed revolves around Saint Ben'a, the first Governor of Mandikal. Said to have been delivered from the heavens on a chariot of fire and gold, Ben'a strode forth on the world and pushed back the dark hordes with a chainsword and pistol, his faith and skill allowing him to emerge triumphant despite incredible odds. His skill in combat, his unshakable faith, and his capabilities as a Governor meant that it was only a matter of time before those Mandikali who served him would come to revere him as a Saint. While no Priest or Bishop has granted Ben'a sainthood officially (or even acknowledged he exists) the Mandikali believe with their entire heart that he is a divine saint, and will tolerate no doubt of that fact.

The 233rd are a tithed regiment of the Elite, armed and equipped to get as close to the foe as possible and annihilate them. As on Mandikal, the most effective way to do this is with point-blank weapons, holy chainsword, and grenades and flamers to destroy the corrupt and impure even as they cower behind cover. Led by the firebrand Colonel Marovi Sun-Dancer, they view anything that dares to stand against the God-Emperor to be beneath contempt, and will give their very souls to ensure the will of the God-Emperor is made real.
>>
>>49285645

...yes.

The regimental beliefs are that pistols and chainswords are holy weapons, and anything else is not worth bothering with unless absolutely necessary. This is to the point of irrationality - they can be very easily screwed if they're in poor cover and hit from a long-range weapon, as they'll be completely unable to return fire.

My version of the Autopistol SLIGHTLY negates that, and makes them effective in the range they're supposed to be fighting while not being a "true" autogun.

If this regiment gets within 50m, you're in for a bad time. If they're outside that range, though, they're in for a bad time. The trick is to get them within that distance without getting them killed (which has so far actually been pretty difficult in the three sessions we've tested it out in).
>>
>>49285293
Chainswords can't get mono, they're not primitive. And in the fluff they're described as being mono anyway
>>
>>49285997
>can't get mono, they're not primitive.
...well fuck. Whelp, we've been doing it for the last three sessions, so I guess I'll have to make something else up. Maybe make it a special pattern of Chainsword and give it Pen 3 or something. That's not quite as good, but it'd be legal.
>>
>>49286842
Just use HotE variant pattern rules.
>>
>>49287024
not entirely sure about this, but I was thinking of rolling up some medical equipment patterns.

Like, a special pattern narthecium

not sure how quality affects it though.

Give me a moment, I'm going to see what results i get.
>>
ok, so 3 good traits, 2 bad traits.
>>
>>49287024
>>49287643
>>49287679
ok, so since i'm using medical equipment, i can draw from the general equipment list of traits, but since the narth also can be used as a melee weapon, due to the drill, can i also draw a trait or two from the melee weapons list as well?
>>
>>49287679
Here's some ideas.

Good: It's really effective at treating diseases.
Good: It's very sterile and easy to maintain.
Good: It dispenses a lollipop if the Guardsman has been a good boy/girl
Bad: It's gonna hurt.
Bad: It's gonna hurt a lot.
>>
also, what differences are there between a common quality narthecium compared to good or even best quality?
>>
>>49267298
Anyone know the recommend play order for Black Crusades's pre-canned adventures? Right now I'm kind of looking at maybe:

Broken Chains (Starting Adventure)
False Prophets (Core RB)
Rivals for Glory (GM Guide)
Hand of Corruption (Adventure book)
Toppled Spires (Tome of Fate)
Read Dawn Rising (Tome of Blood)
At the Edge (Tome of Excess)
Heart of the Vortex (Tome of Decay)
Binding Contracts (Adventure book)

I don't want to read ahead and spoil anything to sort them.
>>
>>49287760
I would imagine the differences would be in the durability of the device, its weight, and effectiveness on Medicae tests.

I'd say a Good one gives you +10 and weighs 25% less, and a Best one gives you +20 and weighs 50% less.

You could also give it a power field, because why the fuck not
>>
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So my GM ran Deathwatch for our group earlier in the year. He ran some premade adventure involving genestealers in a city. It also involved fighting lots of hordes that posed no threats to us so most of the group had a lukewarm reception to the system.

Well now my GM is still interested and I had a bit of fun with it so we might be trying a solo game. I made myself a Raven Guard Kill-Marine. He's asking what kind of game I'd want to play, but I can't think of what kind of game I'd want to play besides one involving stealthily moving around murdering FUKKEN XENOS AND HERETICS.
>>
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>>49287905
Raven Guard Tactical Marine with Kill-Marine at Rank 1
>>
>>49287905
well, i'm sure you could do an only war campaign to that extent, unless you still feel like doing it space marine style.

Also, is that scout holding up a hotshot sniper rifle or something?
>>
>>49287961
Probably.

I mean, he's a Space Marine. If he asks you for a HS Sniper Rifle, are you really gonna tell him no?
>>
Saruuk Pattern Narthecium

Positive Qualities:
Devotional Engravings: Once per game session, so long as it is in his possession, this item’s owner
may re-roll a failed Willpower Test to resist the effects of Fear or Pinning.
Shearing: This weapon gains the Razor Sharp Quality. If it already has this Quality, or if its
Penetration is 0, apply a +2 modifier to its Penetration instead.
Durable: Whenever this item would be badly damaged or destroyed, roll 1d10. On a result of 6 or
higher, it survives the event largely unscathed thanks to its rugged construction.
>>
>>49288240
Negative Qualities:
Corrupted Pattern: Common Craftsmanship versions of this weapon count as being of Poor
Craftsmanship instead.
Rare Model: Logistics Tests to acquire this weapon outside of its place of manufacture suffer a –20
penalty in addition to any other modifiers.
>>
>>49288255

Poor Quality:
2 kg weight increase.
Durability roll requires a roll of 8 to survive roughly intact.
When using Medicae to heal allies, roll 1d10. On a 9 or a 10, the narthecium deals normal damage to the patient.

Good Quality:
1 kg weight reduction.
Durability roll requires a roll of 5 or above to survive roughly intact.

Best Quality:
1.5 kg weight reduction.
Durability roll requires a roll of 4 or above to survive roughly intact.
Auspex/Scanner system is installed in the narthecium.
>>
>>49288240
>>49288255
>>49288261
so, any thoughts on this pattern?

Care to fling ideas for fluff and stuff?
>>
how do i port vehicles to DH2 or OW?
i was thinking of putting some of the more esoteric vehicles, like the Medusa, or imperial knights, or the taurox?
>>
>>49289038

Like from the tabletop to the RPG? The Fringe is Yours has tables to do that, and it also already has Imperial Knights.
>>
>>49289066
where is the fringe?
>>
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You find this guy in your Commander's/Rogue Trader's/Inquisitor's tent/temporary command housing/etc. What do?
>>
Rolled 48 (1d100)

>>49290691
smack him with my shock maul d100 times
>>
>>49281846
Our Gm had a "you niggas gonna learn how to use cover and stop relying on that chimera that much" fit that resulted in enemies equipped with unusual weaponry. He could have used lascannons and meltas instead, but I think he was feeling whimsical.

>Portable Radiation Emitter (Basic, Exotic)
range: 20m
rate of fire: S/-/-
damage: 2d10E
penetration: 0
clip: 8
reload: 2Full
special: Flame, Toxic (2), Special*
weight: 4
availability: Very Rare
*Every consecutive turn that a target is exposed to a Rad Projector, the weapon deals an additional +2 Damage and gains an additional +2 Penetration. This represents the wielder holding the beam on the target. If the wielder ever loses line of sight to the target or the target dodges the beam, the additional damage is lost and the wielder must start over. This bonus also applies if the target is hit simultaneously by multiple Rad Projectors.

>Needle Reapeater (Heavy, Exotic)
range:150m
rate of fire: -/-/5
damage: 1d10-1R
penetration: 12
clip: 10
reload: Full
special: Accurate, Felling (1), Silencer
weight: 30
availability: Near Unique

>>49289203
First post, mega link, folder labelled "homebrew ".
>>
I was thinking of making a character in Dark Heresy that is a former butler, so he is going to hail from a Garden world and I was thinking of having him be of an adeptus administratium background, along with the sage profession.
Do you guys think that'll work? Anything I can do/choose to make him act and/or look like a (former)butler?
>>
>>49291030
You have to think "Why would the inquisition choose my character, over planets worth of people, to be a part of their organization?"
>>
>>49291072
Not him, but that's not exactly a tough question.
The Inquisition tests out many, MANY Acolytes simply because the Tarot told them to.
Plus, as a Sage he's already pretty damn smart.
>>
>>49291072
My go-to answer is "we had some good people die and need to replace them. It's going to take a while to find good replacements so we picked these chumps at random from all the cannonfodder we have available to fill the gap while we search for actually capable people."
>>
>>49291072
I was thinking that my backstory would be that the noble/govenor I was doing some shady deals with some xenos for exotic gems, clothes, weapons, etc. And it didn't take long before the ordo Xenos got the hold of him.
>inb4 name your price Inquisitor, etc
And since I was a person that were close to the noble they took me into interogation on board their ship as they left for other heretics that needed their asses kicked. But when they found nothing that could tie me to any heretical things as my master left those things out of the blue for me.
So the Inquisitor was generous and let me had some basic weapon training to become an acolyte. That is what I have so far. It is still a work in progress
>>
>>49291030
I'd play him as someone a bit out of his depth, so reverting to professional habits when in difficulty. Also probably a bit servile toward nobles and smug towards lower classes.
But that's only one way of playing it out of an infinity.

You can look at http://rpg.ashami.com/ for inspiration. I don't recommend using their system and rolling for it, but you can pick elements as much as you want.

>Do you guys think that'll work?
You should see that with your GM and your group. One character can be perfect for a game and useless in another.
Ideally, do a character creation session with all the party, so you're acccustomed to each other's PC, fit together, and already have some links between everyone.

>>49291072
Low ranking inquisitorial agents are really disposable, the inquisitor throwing them almost at random. If they succeed, good for them and the imperium, if they disappear then there's probably something worthy of investigation, so you can send real henchmen.
Looking at the early scenarios, most beginner's parties are "grab an autopistol, go investigate, we'll begin real training with the survivors, after the 4th mission"
Also tarot, clerical error, or simply being in the wrong place at the wrong time.
>>
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So I'm dicking around with some rules tweaks for [Chivalry Intensifies] and I'm currently focusing on the movement rules for Knights, which I've always been dissatisfied with. So I thought /40krpg/ would find my early calculations as hilarious as I did.

>Instead of the Cronenberg-esque mutant abortion of vehicle/infantry movement I used, I decided to give Knights straight up infantry style movement for combat time and vehicle cruising speed for narrative time
>gave the Cerastus chassi a speed of 30/60/90/180 compared to the Questoris 20/40/60/120 which gives very reasonable top speeds when converted to kp/h, 84.5kp/h at for Questoris, 129kp/h for Cerastus
>then add sprint bonus
>Questoris gets up to 172kp/h and the Cerastus gets up to >259kp/h<
>MFW

Obviously I'm not keeping that, but imagining Knights going that fast is still hilarious.
>>
So, /tg/, which game line would be best suited for running Grimdark Shadowrun in Space, with the hiveworld noble houses playing the role of the cyberpunk megacorporations, while the PCs play mercenaries and gangers that do their dirty work?
>>
>>49291362
I'd say Dark Heresy. It is the lowest power level and the grimiest and a lot of the system is written with the assumption of them having a boss assigning them jobs as it is.
>>
>>49291362
DH. 2nd edition, since the influence stat is perfect for that.
>>
>>49291362
Dark Heresy. I prided myself on creating the "gothic-punk" atmosphere, until the resident Masquarade player pointed out that the term is kinda taken.
>>
>>49291072
My first character was a generic guardsman who the party noble started bossing around. Eventually we decided he was the guys butler that he brought with him into the inquisiton out of habit basically
>>
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>>49291855
I've used the terms "Necromundan-noir" and "GrimDark-punk" to describe the same atmosphere in Dark Heresy games I've run.

>>49291362
Dark Heresy 2E. It's what I use to run a very similar game to what you aspire to. The Influence and Subtlety mechanics are perfect for that type of game if you ask me.
>>
A thought.

Do you need functioning limbs to control a vehicle via MIU?
>>
>>49292653
No, but it helps.
>>
>>49292653
It depends, I'd say.

A Leman and you'll wany limbs to work. MIU seem to mostly be feedback in that thing. Something lighter, more agile or faster, like a sentinel or Fury, you might not. It really depends on how advanced the vehicle is.

Though I'm sure most vehicles could be modified for limbless steering.
>>
I'm running Deathwatch and my players are high enough rank that I want to start giving them Honors, but the ones in Rites of Battle don't have very good descriptions for when they should be awarded.

At the end of the last session my players beat a demon prince. Do I give out a crux? Imperial laurel? A pat on the pauldron?
>>
>>49281927
https://1d4chan.org/wiki/Hua_Yuan
>>
>>49293572
Every fucking thread.

not that I mind...
>>
Blood Angels are red.
Ultramarines are blue.
In the grim darkness of the 41st millenium
Emperor won't protect you.
>>
>>49293276
Crux and each chapter highest thingy.
>>
any word on whether shoggy does his all guardsman party third today or next week?
>>
>>49281927
There was an anon that made an entire subsector that was pretty nice, I'll search through my pdfs see if I still have it.
>>
>>49294063
Oh god emperor thanks for that pdf. Do you have something for screaming vortex or koronus expanse?
>>
>>49294063
Found it.

Also have various other pdfs from /tg/, like an abhuman homebrew.
>>
>>49294950
Please upload.
>>
What should I call my flesh hound possessed power-klaw? Bitey does t really cut it.
>>
Party is about to take part in tournament to win favor from Iron Warriors warlord. Four different trials, Slaughter (kill a bunch of slaves, start killing bloodletters and each other until one remains), Glory (tell stories trying to outdo each other, poor stories are met with demon claws), Endurance (stay alive as long as possible in the garden of Nurgle). What do I do for Tzeentch?

Party is Renegade, Heretek, Chosen, Forsaken.
>>
>>49295373
How about the:
>Houndbiter
>warphound
>Rabid Klaw
>Throat Ripper
>>
>>49295373
DA BIG FANG
>>
>>49295373
Chompy Bitz
>>
>>49295384
What do you mean by each other? Perma killing?
>>
>>49295384
>What do I do for Tzeentch?
A maze. No tricks, nothing, no monsters, no traps, etc. But the real challage is to cheat your way out. E.g: climb over the wall untill you are out, blow holes in walls, dig your way out
>>
>>49295384
>What do I do for Tzeentch?
The players must navigate a maze. It is absolutely ludicrously large, full of monsters and deadly traps, and can be solved by going straight from the entrance 300 meters and taking a left at the big "OVERTHINKING" sign another 300 meters. First to escape the maze wins, everyone else dies in fire.
>>
>>49295373
In addition, what are your bought a on ork insanity? DM rules it's like an ork becoming reasonable or obsessed with their path. (Wyrd, mech boy, etcetera)

Also corruption? The rogue trader book says Orks are immune to it, but he's been party to some pretty crazy shit. Demon summoning/binding, he's been manipulated into bombarding another traders agri-world to glass, hit but mutagenic radiation from Tzeentch powers...

DM had him roll on the mutation chart. He got wings.
>>
>>49295436
Yes. You don't have to take part in each trial; the victor of each goes to the final trial. Depending on how the party handles it will determine exactly how the final trial works, whether other groups enter into multiple trials, etc.
>>
>>49295416
Taking this one. DA BIG FANG it is. Thanks y'all for helpin out.
>>
>>49295438
>>49295459
I like the maze idea, but I especially like the "the right answer is to cheat." I think I might just combine that with the Herald asking them riddles telepathically and sending obstacles when they take too long/answer incorrectly.
>>
Completely ignorant of physical rpgs in general, only roleplay experience is on MMOs.

Is it possible to do something like create a scenario of a Human world under sparse-occupation by Tau forces aligned with traitor Humans, and have the players roleplay a guerilla Imperial loyalist/Human nationalist/specieist terror group launching retribution operations of assassination/bombings/mass shootings, etc, against Tau-aligned traitors?
>>
>>49295604
Yes. Easily.
>>
>>49295604
It is, and it is also a good idea.
>>
>>49295604
Completely. There's not any method to do this directly lain out in the books, but it's an entirely reasonable scenario and can be done with little modification and some thought.

Go for it.
>>
New update of [Chivalry Intensifies].

New in this version:
- Rules tweaking and clarifications
- Super-Heavy Opponents chapter

This update should've dealt with the biggest glaring issues playtesting in Heavy Metal Chivalry pointed out. If you think I've missed an issue, please do tell. Also, still considering on adding a Battletech style Crit system with armour degradation, limb damage and reactor explosions in future versions.
>>
>>49290691
I let DA BIG FANG do my negotiashuns for me.
>>
>>49295669
>Also, still considering on adding a Battletech style Crit system with armour degradation, limb damage and reactor explosions in future versions
I agree on doing all of that. Do eet.
>>
>>49295720
>Wos dat, FANG?
>Kill em all?
>You a clever git, FANG
>WAAAAAGGGHHH
>>
>>49295753
Will probably take a while. It's large amount of work (and I currently have Uni) and I'm not entirely sure how to write some of the rules. Since it would mean that each section of the Knight has independent SI to make it work similarly to Battletech criticals. Which would make my already rather durable Knights (even with the 10 SI nerf I gave them) even harder to kill.
>>
Is there a version of the DH gamemasters screen pdf that doesn't have the images attached? I'd like a plain old pdf that I can reference that doesn't have whole pages taken up by images, but all the other reference sheets out there lack tables like test difficulty and hit locations.
>>
>>49295669
Brb, off to purg space weeaboos with this.
>>
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>>49296680
God(-Emperor) speed, anon.
>>
>>49295604
Only War lets you make guerilla groups
>>
So I homebrewed a new "Homeworld" for Only War, as I think I'll have my players start working alongside the dynasty forces of a Rogue Trader Dynasty and the RT in question is the party from my RT group. Given the nature of the Rogue Trader in question and his extremely martial outlook, while also being, you know, a RT, I'm working on trying to create a Regiment that reflects his ground troops adequately.

Homeworld: Dynastic Forces (4)

The regiment does not hail from any one particular homeworld, but instead are the military forces directly under the command of a Rogue Trader Dynasty. While each particular Dynasty has their own methods of recruitment, traditions, and methods of operation, they do share a range of characteristics that separate them from other troops: They are professional, well-equipped, utterly loyal to their Dynasty, and often have difficulty working alongside or underneath the conventional forces of the Imperial Guard, used only to the methods and tactics of their Dynasty.

Characteristics bonuses: +5BS or +5WS, +5 Fel
Skills: All members of a Dynastic Force are Trained in Common Lore (War, Imperium), and have Linguistics (Low Gothic).

>Forces of the Dynasty:
Dynastic Forces aren't just normal troops working for a Rogue Trader, but a valuable and uniquely trained regiment steeped in the traditions and tactics of the dynasty. This includes ciphers, codes, traditions, and beliefs that are unique to the dynasty. All characters start with the Forbidden Lore (Dynasty) and Linguistics (Dynasty Cant). This information includes knowledge of the Rogue Trader, his vessels, the tactics used, the areas he operates in, and his holdings, as well as a special language used only among the dynasty (Note that forces from two separate dynasties will not share the same Lore and Language).

Cont.
>>
>>49297967
>Soldiers of Fortune:
The troops of the Rogue Trader directly reflect the wealth and status of the Dynasty itself, and are equipped as such. Woe unto the Rogue Trader who sends poorly-equipped soldiers to fight his battles, for his peers will view him less than a petty warlord. When generating the Regimental Standard Kit, the regiment gains an additional +10 points. Furthermore, when resupplying directly from the armory of the Rogue Trader (such as on his vessel, at a controlled FOB, air-drop, or another dynasty holding) all Logistics tests gain a +10 bonus, and all standard Ammunition are treated as being one step more available. However, when requisitioning from non-Dynasty sources, all tests are made with a -10 penalty, as the soldiers don't quite know how to interact with Imperial bureaucracy and its twists and turns.

>From Beyond the Fringe
Rogue Traders typically operate outside the bounds of Imperial law, in the fringes and uncontrolled regions where the control of the Imperium is weak at best. In these places, their word is law, and their rules are the only ones followed. Their soldiers follow the orders only made by their direct superiors and little else, for their loyalty is to the Dynasty first. As such, while ostensibly loyal and with the incredible power of their dynasty behind them, many within the Imperium view them as brigands or sell-swords, and barely trust them to shoot in the right direction in many cases. If a character from a Dynastic Force fails a Social or Command test with anybody outside the dynasty, they count as suffering an additional degree of failure. This penalty can be removed at GM discretion if the regiment has proven itself loyal to those fighting around them, or if an individual has interacted with the regiment enough to understand them better.

That's what I got so far. Thinking about making different Doctrines to represent House forces, but not sure how I should go about it.
>>
>>49290691
Ask the Daemon if he's here for my soul, or just to give me new orders.
>>
>>49295604
At least half a score of RT groups in /tg/ reported helping anti-Tau ISIS in their games.
You gotta blast the stereo with dank nasheeds
>>
>>49297967
>>49298142
Honestly, I just do House Guard regiments straight out from core. Standard homeworlds and whatnot, just organized how the players say (and pay) for them to be. The two Houses in my custom sector have a line in their Warrants that entitles them to raise and maintain House Guard regiments so long as they pay for their supply and upkeep and aid traditional Guard forces on request. They took this allowance and stretched it into several hundred regiments worth of troops or more, because the Houses in question are ludicrously fucking rich and huge
>>
So in the interest of Getting Shit Done I want to make some adventure paths for Dark Heresy, Only War, Deathwatch, and Rouge Trader revolving around Hua Yuan

But since I know next to nothing about the crunch behind the games (and fluff when it comes to RT), I really do need some help.

Would anyone he interested?
>>
>>49298706
>several hundred regiments worth of troops or more,

Jesus christ, that's a goddamn Crusade right there

How on earth do they get away with it?
>>
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>>49299260
Following the letter of the law if not the spirit?
>>
>>49269152
>GeeDubs
>sale
>>
>>49267383
Will we get a Radical's Handbook for 2e before the demise then..?

At least Star Wars wave releases for X-Wing/Armada should become more frequent, right guys? Right?
>>
>>49267644
>disappointment
It's a vast improvement over the blandness that the old Stormtroopers were, I dunno what you're talking about. Scions fit the universe much more nicely.
>>
>>49273859
So many questions yes, but it'd be a beautiful thing to see and all too possible now we know that things aren't going to be getting any more updates.
>>
>>49299372
>scions fit
Their edges are a little sharp, tho - we're definitely seeing fanwankiness creeping in. I mean, a regiment that is all enemies of Nurgle? Because they're immune to him?? Uummmm, nooooooo thanks! Super special snowflake stormtroopas are icky.
>>
>>49299260
The sector is a clusterfuck of xenos, monsters, and general insanity, with the neighboring sectors being Grimdark Neo-Noir Byzantine Decadence and EVERYTHING IS ON FUCKING FIRE: The Sector. One House rules multiple Hives and the other is basically a modernized Great Crusade Fleet, and they both spend a ton of time putting out random fires. Also, no one gives a fuck since they're on the blackened, pimply ass-end of the Eastern Fringe, and the entire region regularly decays or implodes due to attacks by Space Cthulhu or the fucking Eldar. The latter because they're trying to stop Space Cthulhu from attacking people, usually.
>>
>>49299414
>Super special snowflake stormtroopas
What did you think they were before? Are you new to 40K? Speaking of...

>using multiple question marks
>Uummmm, nooooooo
Are you new to 4chan? You smell fresh from Reddit or something.
>>
>>49299455
No, and no. Sorry about your luck, reddit.
Stormtroopers were originally just graduates of the schola progenium, m8. No more, no less. They were better than regular guard. But they weren't edgey faggots with ubermad skillz and a bazillion cool edgey background hooks to make kids go squeeeeeeeee!!!!!!!!
(i put a few extra !!! in there for ya)
>>
>>49299418
Your fluff is inspiring me to go back and finish my expansion for RT that's set within the Cineris Maleficum.

Got seven planets so far, and a bunch of new weapons and societies. Stating out CSM, allowing for the creation of Daemon Weapons and elaborating on a Rogue Traders fall to Chaos, and introducing two of my homebrew Xenos races.

I have so much to do...
>>
>>49299735
Neck yourself, autist
>>
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This might be the best place to seek the wisdom of /tg/.

I am planning a massive undertaking for my party as their 'ascension' mission. Breaking into Commorragh to save their Inquisitor.

I'm at a loss to describe the world around them, the alien geometry and the day-to-day horror for those inside the Dark City.

The wiki has been pretty good (http://warhammer40k.wikia.com/wiki/Commorragh) and The Dark Kin/Soul Reaver are good references, but what do you think would be some good encounters/scene-porn to drop on the party?
>>
>>49301274

An armed back-alley street deal for something common to the Kabals, but rare as fuck to the players.

Clouds of Scourges just watching from above, waiting.

Beastly roars and excited yells from the combat stadia.

Deployment for a raid in progress, thousands of skimmers and even some ships going through a webway gate.

A Tau with a clipboard and pen, asking if the players want to make a deal for things.

Take a look through The Soul Reaver. It may have more stuff of interest.
>>
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So yeah. I updated Fear and Loathing, as well as The Fringe is Yours. The list of fixes reached critical mass, and needed to be addressed. Sorry it took so long.

Fear and Loathing in the Eastern Fringe v1.6.4
http://www.mediafire.com/download/fjhddohpscx1d7x

Changelog

-TLS Bounce Clarified
- Blast added to TXNB
- Harbinger of Destruction description corrected
- Pulse Blaster added
- Heavy Pulse Disintegrator now has damage type Energy
-Deathmark renamed Deathmark Guildmaster after stuff I read in Lords of Borsis
>>
>>49301728
hey, shas'o

how's the deathwatch game going? last I heard from Republican commando, Kane from CnC made an appearance.
>>
is it possible to make a loyalist lost and damned guard regiment?

i was thinking the last bastion of imperial resistance on a daemon world, resorting to using stolen autoguns and scavenged equipment to continue the fight, and having slowly developed abhuman traits?
>>
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And...The Fringe is Yours. This one was a mess, especially when a single typo meant a redo.

The Fringe is Yours, v 1.7.15
http://www.mediafire.com/download/5lqt5r2wel6w25q

Changelog
-Replaced Graviton quality on Thanatar weapons with Graviton Wave
-Added Corrosive quality to Phosphex
-Some new relics added to the Equipment section. All are "Special" availability, meaning the GM has to issue them.
-Bio-Corrosive Round Updated with Corrosive), added to Vorax options and general purchase for Rare availability.
-Added Impact damage to all Grav weapons
-Nerf to Abeyant - now regenerates UNMODIFIED Toughness bonus. I saw what happened when a space marine got one.
-Fixed Styrix description (Carronade to Chieorovile)
-Fixed Rotor Cannon in Armaments.
-Fix Battle Automata Target priority typo - its weapons are UNABLE to harm > ABLE to harm
-Increased Laslock Range from 20m to 60m. This was a typo.
-Added Wrecker quality, identical to the Talent.
-Fixed Cybertheurgy according to new Codex Taghmata Omnissiah (Rite of Eternity, Rite of the Beast)
-Added eternal warrior segment to Paragon Blade
-Warp Spider Warp Jump Pack now added to Eldar Armory section
-Add the Barracuda AX-5-2
-Changed C'Tand summoning mechanic from C'Tand Master
-Added Phosphex Web Projector
-Added Kinetic Lance
-Volkite Bombards nerfed. They lost a point of strength.
-Knight Melee Weapons now have the Destroyer trait, instagibbing things of Hulking or Below
>>
>>49301993
shas'o

you still running republican commando?
>>
>>49301743

Quite well. Only one dreadnought so far. I can find the archive link to part 3 in one moment.
>>
>>49299735
>Stormtroopers were originally just graduates of the schola progenium
Right, but in the fluff (which is what we're essentially talking about), any depiction of Stormtroopers or Guard elite in general were horribly Garry Stu and full of edges. To say that Stormtroopers haven't always been super special snowflakes is to say that you didn't bother to read any Black Library.
>>
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>>49301869
>chaos loyalists
>loyalists

Why not have a single tac squad from each of the missing chapters as allies while you're at it?
>>
>>49298787
Anyone? I'd just need help with statblocks/lore every now and then. The hope would be that most of the mini-campaigns would be able to be ran anywhere if you scrubbed the Hua Yuanese serial numbers off
>>
>>49302063
i meant a loyalist guard with attributes and abilities similar to lost and the damned, but rooted in faith in the emperor rather than chaos, to achieve the same effect
>>
>>49301869
Pretty sure that is possible.
>>
>>49302195
now how do they escape being nuked by the inquisition?
>>
>>49302223
>Escape
>>
>>49302002

The file got corrupted. I have to reupload. It will be a moment.
>>
>>49302241
people have been destroyed for way less mutations, so what could they offer to a passing inquisitor?
>>
>>49302261
An army to a radical one.
>>
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>>49302002

So yeah. Everything's going quite well. They've reached the lofty rank of Praetor, which means more often than not they're taking command of entire battlefields now, as well as being the surgical strike that gets shit done. They're heroes renowned across the sector, and their publicity outpaces them, much to their chagrin. But they've grown into their legionary roots, and their word is held as a command from the Emperor directly.

Spess Mareen Republican Commandos Collected Visions 1, 2, and 3. Part 4 will be released at the conclusion of the series.

Part 1
http://www.mediafire.com/download/dxr1rl22aq7k6q7

Part 2
http://www.mediafire.com/download/6cv56daobld3que

Part 3
http://www.mediafire.com/download/aliq96q66sxf4qm

Sorry for the delay. I've got a lot of stuff going on right now.
>>
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Hey /40krpg/, what would the Imperial Guard do in this situation?

>Vostroyan Firstborn platoon doing training exercises in the lower levels of a Cruiser
>Guardsman wants to will random item into existence for laughs
>Discovers he can actually manipulate the Warp and summon a Warp-infested potato (He had the 'Lucky' demeanor and rolled a 1 on a willpower roll and thought it would be funny to actually let him do it)
>Nobody notices him do it, but he gained a Psy rating level, corruption and some insanity after delving into the Warp
Could a psyker be dormant for most of his life and only discover his power around his 20s? Would this lead to him being executed for being a heretic if found out, or would the Scholastica Psykana take interest in him and try and train him? Should I just retcon this for being stupid?
>>
>>49302408
cool, man. thanks
>>
>>49302426
There's a character that has latent psyker abilities in Gaunt's Ghosts.

It doesn't end well.
>>
>>49302426
>Could a psyker be dormant for most of his life and only discover his power around his 20s?

Both Dark Heresy (And I believe Rogue Trader) actually have career paths for this, so it's canon. As >>49302472 also mentioned, it's happened in the Guard before.

It will quite likely not end well for the Guardsman unless he is picked up by an Inquisitor and trained, otherwise he'll probably be executed if he openly displays any psychic ability out of the (reasonable) fear that he's a threat to everybody.
>>
>>49302426
>Could a psyker be dormant for most of his life and only discover his power around his 20s?
Yes
>Would this lead to him being executed for being a heretic if found out
Very likely, Unbound psykers are bad news for whatever city, region, or planet they happen to be on.
>or would the Scholastica Psykana take interest in him and try and train him?
If he's very, very, very, lucky, yes, the Adeptus Ad Astra Telepathica a will slap him in a psy-restraining straightjacket, transport him over to the nearest Telepathica Black Tower, where he will spend the next twenty years of his life being transported to Terra, brutally trained and taught control by any means necessary, and then either shipped back to the frontlines as a Primaris Psyker, sold off to another Adepta or the Inquisition, or fed to the Emperor. That's if he's lucky.
>>
>>49301671
Good stuff.

Though I am not sure about the Tau...
>>
Can Tech Preists and other members of the Mechanicus be Psykers?
>>
>>49302572
Yes.
>>
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>>49301671
>>49302567

DO NOT MAKE A DEAL WITH THAT TAU

I REPEAT

DO NOT MAKE A DEAL WITH THAT FUCKING TAU
>>
>>49302572
Not according to the Dark Heresy novels by Sandy Mitchell.

IIRC there was a noble house that inducted their son into the Tech-Priests so that his budding powers would be removed in the natural course of the cranial surgery and augmentation Tech-Priest get.
>>
>>49302572
Short answer, yes.
Long answer: In theory, yes. In practice, the young age and intensive and stressful education involved in techpriest training tends to weed them out rather quickly, and that's if their brain implants don't accidentally destroy whatever parts of the brain govern psychic powers. Some still manage to become rogue psykers, either naturally or by implanting themselves with so-called psybernetics that channel Warp energy through their body. Psybernetics are at worst outright tech-heresy and at best maletek that channels warp energy and is at least as dangerous as in-depth study of warp drives and Gellar fields and such.
>>
>>49302631
This is going over my head. What is the reference?
>>
>>49302601
Is there a dedicated role for Pskyers in the Cult of Mars or is it all Navigator work and other such things?

>>49302631
Why? What's the reference?
>>
>>49302572
Someone's gotta pilot the Psi-Titans.
>>
>>49302658
Is that a fucking thing?
>>
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>>49302677
From 6e Main Rulebook.

I've done a lot of digging and all I can find on them is that they're based off a secret Forgeworld near Terra.

They have almost 0 fluff.
>>
>>49302653
>>49302657

Shas has a Tau crimelord NPC in his games. He will make a deal with you to give you your heart's desire, and then absolutely fuck you over with the fine print. In the grim darkness of the far future, there is only the laughter of greedy Tau and Dark Eldar.

Trust me. Don't make a deal with the Tau. it will end badly for everyone but him.
>>
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>>49302723
>He will make a deal with you to give you your heart's desire, and then absolutely fuck you over with the fine print.
What do you want?
>>
>>49302723
I see. So much for the rigidly indoctrinated slave population of the Tau Empire, eh?
>>
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>>49302723

Oh, pish posh! It's not that bad. Surely you guys are smart enough to read through every fine detail. It's not our fault one Rogue Trader offered an unconditional favor for a shiny sword. It's not our fault the Squats didn't read that loan interest is calculated on faster Tau'cyr calendar time and not Imperial calendar time. It's not our fault that a knight pilot offered anything he could give in return for his family. It's not our fault a Techmarine wanted more publicity than he could manage. Everyone gets exactly what they want, and if they can't handle it, well, it's not on us.

Now then, we're here to help. All you need to do is sign the contract, and we can get you whatever you need...
>>
>>49302907

You wouldn't happen to play a mean fiddle, would you?
>>
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>>49302472
>>49302504
>>49302538
Thanks, guys. I'm first-time GMing with a bunch of first-time Only War players so I'm still figuring everything out. Great first session though, many hijinks were had.
>>
Rate the psychic disciplines from best to worst and why of your favorite game line.
>>
>>49300977
You first heretic scum :^)
>>
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>>49304909
>Rogue Trader
Soul Ward is fucking AWESOME, buffs loyalists, smites, stuns and debuffs heretics, learn it and you'll be both the party's and the Emperor's favorite
Telepathy starts good, gets better, and culminates in fucking ludicrousness. Reprogram is fucking bullshit.
Divination is meh, it can buffs shit, but mostly just you. Shitty, pasty, worthless you. Decent non-combat utility is it saving grace.
Telekinesis is blunt, and fairly crappy considering that most of its utility can be replicated with technology or men.
Voidfrost is okay, but limited in its application and encourages Ice puns, which drops it below Telekinesis
Theosophamy is boring, and only deals with Demons, which are nasty, but not worth spending so much XP on
>>
>>49304397
I think at the end of the day, if you've properly stressed to your players the short life of a Guardsman then your player shouldn't mind too much if he's found out for his ability and BLAMMed.
>>
Post your favorite pre-generated adventure or module series, and which game it's from.

Haarlock's Legacy a best
>>
>>49302907
Shove that concract up your xenon ass. And don't forget to pull the pin off the melta bomb which is also stuck in it now :^)
>>
How often do you take Sound Constitution?
>>
>>49305699
>>49304993
>>49299735
>>49299414
Please put a trip on.

So I can filter you
>>
>>49306195
Infrequently whenever I'm a non-combat character.
Frequently up until I cannot any more, where I am.
>>
>>49306501
When you are playing a combat character, how high on the priority list is it?
>>
>>49306532
Get Dodge, Parry, your nearest 10's value in Toughness, and a slight boost to your preferred form of combat first.
I then start purchasing it along with in-combat skills such as Awareness.

Thing is, Sound Consitution is one wound.
A wound which you might not have to lose if you're smart, can see the ambush coming, or can Dodge the attack.

I try to go for moderate in advances.
+20 to Dodge doens't mean shit if multiple people are attacking you at once, and Wounds don't help much against bombs.
>>
>>49301274
Anyone else have suggestions for the horrors of the Dark Eldar?
>>
>>49306551
>Wounds don't help much against bombs
Depends on the explosive.
Counts a long fucking way against frags.
The way I see it, 15 wounds is minimum for a long term combat character, especially if you are in melee.
>>
What will the topic of the next thread be?
>>
>>49306974
Necron emotions
>>
>>49307259
Necron Emojis
>>
>>49278742
I'm about to have my first RPG soon, I am new to the series as well as the style of playing. The guys who taught me the basics and who helped me make a character have told me a story about a guy who fought orks with a tank jack. The tank jack had +10 penetration and apparently the guy was an unstoppable ork killer. I am confident that the group I'm with will give me a great first time.
>>
Hey I'm Deathwatch gamemaster and I have a small question for my next mission:

Can normal humans become Demon Princes or only space marines can?

Can space marines be sent to penitentiary worlds?
>>
>>49307568
They can.

In what context?
>>
>>49307568
Fairly sure that anyone can go DP with enough favour from the Dark Gods. However, marines are more likely to accomplish that, given that they're superhuman and all.
>>
>be Guardsman
>get shot
>>
>>49307625
I want to send the kill team to control a situation in a penitentiary world where the prisoners have started killing eachother. Almost billions of people slaughtering eachother creating rivers and rivers of blood. One of the prisoners is extremely brutal and is basically going to become a demon prince through so much bloodshed
>>
>>49307663
How much bloodshed would one person need to do to be upped to Demon Prince?
>>
>>49307663
Yeah, they can be sent in. Though they wouldn't be the first choice since they specialize in anti-xeno ops.
>>
>>49307690
An absolute fuckton.
>>
>>49307724
That's why I thought of making him a space marine. Basically he was so bloody that he was banished from his chapter because of killing people from his own chapter out of blood rage. He was sent to this penitentiary world and now he is shedding millions of people worth of blood in the name of Khorne, as he was "betrayed" by his own chapter.
Would this work?
>>
>>49307848
He'd be sent on a penitent crusade, not a penal world.
>>
>>49282333

Do you have a non-scan copy of FAC? pls
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>>49307877
So there is no scenario where a space marine would be sent to a penal world?
>>
>>49307923
Unless if they were sent there on a mission, no.
>>
>>49307959
And if they're not a penitent crusade, they're executed by their chapter. It's a rare case of a Space Marine outright going independent or being sent anywhere that isn't purging the Emperor's Enemies or turning to Chaos and going off the reservation.
>>
>>49287770
I'd slot in Binding Contracts closer to the beginning. Say, right after False Prophets.
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