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/40krpg/ 40k Roleplay General

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Battle Automata vs Servitors 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

Mars Needs Women! Rampage of the Nerds! (V1.1.9)
http://www.mediafire.com/download/dmylf4f40eslea9/Mars_Needs_Women.pdf

Fear and Loathing in the Eastern Fringe (V1.6.4)
http://www.mediafire.com/download/fjhddohpscx1d7x

The Fringe is Yours! Relax! Have Fun With It! (V1.7.15)
http://www.mediafire.com/download/5lqt5r2wel6w25q

Do you keep a healthy fear of archeotech, of the gear of those who came before, or is it just a +1 sword to you?
>>
>>49397852
I'm a heretek.

It's a challenge saying "hey, make MORE of me".

That's why I have a Crisis suit strung up in my personal forge.
>>
Re-posting from last thread cause Friendo-anon suggests it.

Eve'nin, fellas.

So, I just started running a Deathwatch game with a hint of Dark Heresy; anything I should watch out for or tips to make it a better experience?

Also, I /am/ using the errata'd weapons for Deathwatch and I'm using DH2e's Righteous Fury cause I find it to be more balanced than DW's.
>>
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>>49397939

Make some non-combat episodes. A lot can be done with spess mareen politics.

The Storm Bolter is quite simply the best weapon in the game, especially when you put special issue ammo in it.

All the vehicles in Rites of Battle are fucked up. Seriously. They defend against pre-errata damage values. The post-errata weapons can barely hurt them. Ideally you want to reduce every vehicle's armor by 7 on the front, and 5 on the sides.

Players love relics. Players REALLY love relics if they're personalized to their chapter or legion. Don't be afraid to make people go seek out lost relics that they can be proud of.

Make them fight Necrons.

Remember, the Deathwatch are independent of everyone - other chapters, other imperial institutions, the Inquisition, etc. The team has a lot of leeway to pick their missions and determine the scale of responses as a result.

Women love it when spess mareens remove their armor. Sensually.
>>
>>49398014
>Politics
I can try that, but the players, while fun, are just a few steps up from murderhobos so far, so we'll see how it goes.

>Vehicles
Wow, didn't know that at all. Thanks for the heads up.

>Relics
Oh, I'm well aware. I'm working on plans for that, even plotting out a sort of upgrade system for them.

>Necrons
Any particular reason why? I've heard chit-chat about them being weird to fight, but don't know why.

>Picking missions
Actually, that's been pretty good so far. After the establishing mission, it's just gonna run sorta like any RPG, though Mass Effect comes to mind in that travel between sectors brings up more local missions in addition to the main story.

>All the ladies are checkin' out mah sugah lumps
We have a Sister Hospitaller, and she's actually got eyes for the deploying Inquisitor. Does that almost count?
>>
>>49397939
>>49398014
To emphasize what this guy was saying, there are a LOT of politics between Space Marines that, if your group is good at RP, you can really make use of.

Blood Angels and their successors can suffer from the Black Rage/Red Thirst, and those who know of this flaw in other chapters will often not trust them for it. Furthermore, the consumption of human flesh/blood is seen as a terrible thing by most Chapters, hence why it's kept a secret among the Blood Angels.

Dark Angels are secretive as fuck, and are extremely suspicious by nature. On the flip side, they're also extremely trusting of their commanders because of this - they believe that they are given exactly as much information as needed, and that trusting them with more than that is a liability. This means that sometimes Dark Angels will hide things from their squad/team that may come back to bite them in the ass later. They also don't get along with Space Wolves.

Ultramarines and their progeny tend to be super-strict about the Codex. This can cause serious tension between them and non-compliant chapters like the Space Wolves.

Iron Hands don't get along with Salamanders because of their radically opposing viewpoints on humanity.

Blackshields just typically aren't trusted to begin with.

There are a LOT of things you can do with their internal divisions. It's not uncommon for different chapters to come to blows with one another.
>>
>>49398191
>consumption of human flesh/blood
Speak of the Devil; we just had our Black Dragon do that last night. He managed to hide it from the Storm Warden cause the Warden burned the body soon after.

For posterity's sake, I'm more than well-versed in 40k lore, so I /do/ know all of these things, but the help is still appreciated.

Oh yeah, as I should probably mention, the current party is Marines Errant Techmarine, Carcharadon Tactical, Black Dragon Assault, and Storm Warden Apothecary, with a Sister Hospitaller as a human liaison.
>>
Please tell me someone had cooked up some houserules for using OW to play Ork armies.

Otherwise I can kiss other hobbies goodbye for at least a week due to making them myself.
>>
>>49398808

They're in rogue trader
>>
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I heard somewhere that Scions are occasionally used to clear out space hulks, is that true? If so, would it be mechanically reasonable to run an all Stormtrooper squad? Seems like they would die pretty quick without medicae and tech-priests.
>>
>>49398876

-which is it's own thing. Something to consult in terms of traits and attributes and such, but not much more then can't be also done with enemy ork stars, and not that applicable otherwise to the regiment system of Only War.
>>
>>49398808

Just use what's in the books and swap names and equipment out for orky equivalents (like instead of laspistol in standard kits give them sluggas). Hardest part that needs the most houseruling would be incorporating Mekboy inventions.
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>>49398970

That's an understatement. Remember standard operating procedure for dealing space hulks showing up in your system is to set up a blockade around it and beg the local space marine chapter to send in a full Terminator squad.

Stormtroopers are tough and all but sending them into a maze of tight spaces with hordes of bloodthirters or genestealers or who knows what else about just wastes valuable veterans.
>>
So I'm trying to come up with stats for an Astartes Rotor Canon for DW and would appreciate some feedback:

Astartes Rotor Cannon:
Range: 150 M
Type: Heavy
Firing modes: -/-/10
Damage: 1d10+3
Penetration: 0
Clip: 2x200*
Reload: 3 Full
Special: Storm, Devastating(1), Dual Feed*

Dual Feed: the Rotor Cannon must use a backpack ammunition feed. However due to more compact size of the rifle ammunition used by the weapon, the ammo backpack can be divided into two containers holding 200 rounds, each with separate feeding tubes. The containers can be filled with different ammunition and switching between them is done the same way as switching between different ammunition magazines in a bolter with a fire selector.

The Astartes rotor cannon accepts specialized autogun ammunition.
>>
>>49399200
So the only way a Scion would ever be sent aboard a space hulk was if the local Marine chapter couldn't spare any?
>>
>>49398014
>>49398134
>Why Necrons
Because it's Shas'o R'myr's eternal advice to 40K GMs.
That said, marry up fighting Necrons with a relic retrieval mission. The players go in to retrieve a chapter or Deathwatch relic, only to find out they have to beat Trazyn the Infinite to the prize.
>>
How do you import Only War characters into Dark Heresy? What do you need to change, I mean?
>>
>>49399255

It's already in The Fringe is Yours
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>>49399255
>>49399431

Rotor Cannon Heavy 150m -/6/10 1d10+6I Pen 3 Clip 200 Reload 3 Full Tearing Rare
Gets the option for biocorrosive ammunition - adds toxic and corrosive qualities, halves weapon range.
>>
>>49399300
Basically, yeah. Standard procedure for most governors is to use their influence at least get a little bit.

Though, there's literally no reason you can't send your stormtrooper players in to support terminators and then have SOMETHING HAPPEN to the terminators.
>>
>>49399460
Wait, why does it have a semi-auto fire option ? Also, isn't the base ammunition too weak for Tearing ?
>>
>>49399421
From OW to 2e? Outside of some talents that got changed, just directly port them.
>>
Because mega guy still hasn't added the most recent version to the homebrew folder.

New in this version:
- Rules tweaks, fixes and corrections
- Superheavy Opponents chapter

Planned additions in future versions:
- Battletech style critical system, with limb damage, armour degradation, sub-system destruction and reactor explosions [Currently being worked on]
- Knightly vehicle upgrades, Knightly gear (like Knight scale void-impellers, Drop-pods etc), customization guide/rules and a relic or two
- More unique Imperial Knight talents (I'm taking suggestions here)
- Mechanicus Knights
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>>49399200
>Wastes valueable veterans
>Send SM veterans with terminator armour instead
Seems like counter-productive considering rending claws n shit.
>>
>>49401159
Fluffwise and PnP-wise Genestealers can't rip through the thicker plates of Terminator Armour like butter and the Astartes still get an impressive kill-death ratio against them.
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>>49401177
>>49401177
They ignore armour saves in the wargame but.

Best explanation I've got is simply there are penalty of *other* nasties on your typical space hulk and the game just focuses on the nids.
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>>49401213
>>49401177
Fair enough. Check'd btw
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>>49399757
it's another way to represent the high rate of fire, read the assault cannon description in inquisitors handbook
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How different is second ed Dark Hesey compared to first ed?

I was expecting it to be unrecognisable after the direction fantasy flight took with Star Wars and WHFRP3E, but apparently that's not the case.

I just bought all the all books on sale.
>>
>>49401222
I see. Still, I think Devastating would match it more - it's a high number of weak bullets, better at withering a Horde rather than a tougher target.
>>
>>49401297
They had plans for an "action economy" type dealie and various other permutations on the system, but people flipped their shit, so they threw the baby out with the bathwater, and went back to formula.
>>
>>49401327
>>49401327
Well I'm just wondering if it's worth getting the new books or not. I mean if it's hot garbage I just a few minor tweaks obviously I won't bother with it.

The game already has an 'action economy' in the strict sense of the word. Do you know what they were planning?
>>
>>49401297
Besides some core concept and dice system, very different and very good.
>>
>>49401429
So you would recommend not bothering with the first edition then going straight to 2nd? Which is easier to teach and learn?
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>>49401491
Exactly.
>>
>>49401491
Yes. 2e.
>>
>>49401491
I'd say you should use first ed for excellent fluff and plot hooks, and second ed for the rules.
>>
>>49401408

It's a perfectly fine reboot. The mostly just added a step to character creation and added the aptitude system from OW and replaced the money system with the requisition one every other 40kRP game uses.
>>
>>49397852
>Battle Automata vs Servitors

This is not a question. One of these is acceptable, fluffy, and sanctified for use. The other will see everyone kick you out of the game, beat you to unconsciousness with a nailbat, and leave you for dead in the dumpster.
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>>49399717
Seems like Scions would be infinitely more effective, both tactics and cost-wise, because Termies block most of the hallways, meaning only one can fire, and their armor is extremely rare and hard to produce.
>>
>>49404163
I think that's the whole point though, nothing is getting past Terminators. A flood of genestealers might easily overwhelm the Scions, who are a smaller physical obstacle.
>>
>>49404217
Ever read that bit of Tempestus fluff from the Red Waaagh! campaign?

It has them fighting Genestealers and doing pretty damn well.
>>
>>49404217
The only real way Scions could hold back genestealers is if they manage to set up 2-3 heavy weapons in a corridor, provided the nids don't just come out of the walls.
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>>49399300

Jusr replace space hulk with rokk and you're good to go.
>>
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>>49398808
>>49399143

Here’s what I quickly made:

Weapons Skill : 2d10+30 Ballistic Skill: 2d10+15
Strength: 2d10+30 Toughness: 2d10+30
Agility: 2d10+20 Intelligence: 2d10+10
Perception: 2d10+15 Willpower: 2d10+15
Fellowship: 2d10+15

All Orks starts with Unnatural Toughness (2), Intimidate (Known) skill, and the Ork Traits listed on pg.364 of the core rulebook.

Standur’ Ork ‘orde Stuf:
Slugga with two reloads
Ork Leather Vest (Body, 2 AP, 6kg)
Ork clothes
Choppa
Loot Bag
Food Karvers
Bedroll
3 Torches
Lighta
Squig Jerky, one week supply

Ork armies don’t gain favoured weapons.

Most regiments are easily still usable and cover the various types/clans or orks. GMs wanting a sense of balance (HA) could slice out some talents or entire options here and there (Close-quarters combat is OP with squishy humies alone…).

Classes to be used for ork roles with minimal conversation are:
‘eavy Gunz Boy = Heavy Gunner
Dok = Medic
Nob = Sergeant
Speed Freak = Operator
Shoota/Burna Boy = Weapon Specialist
Weirdboy = Sanctioned Psyker
Kommando = Storm Trooper
Mekboy = Tech-Priest Enginseer

Consult the DH2e book Enemy Without for Ork equipment.

I'll do more handcrafted conversion stuff later.
>>
>>49404703

Forgot to add that there are Deffgun equivalents for many of the heavy weapons.

Shooty Deffgun = Autocannon
Beamy Deffgun = Lascannon
Plasma Deffgun = Plasma Cannon

There doesn't seem to be a melta equivalent for orks.
>>
>>49400782
I meant more for further progression once they're in. Just mark off whatever advances they've already taken, and they'll end up weaker in the long run?
>>
>>49405396
Did you look at OW and 2e? They're the same advancement system.
>>
>>49405452
Huh, the different characteristics generation threw me off a bit with what the base was. I got you now. Thanks.
>>
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>>49397852
Help me 40Krpg

Last night playing Dark Heresy. Party fights off a nurgle chaos lord. Find "Sword of fortification" PC picks it up and fails willpower save. instantly the PC wants to hold onto the sword at all cost. The rest of the party tries to talk him down. The pysker shots the sword with his powers blowing it up and unleashing a soul grinder daemon. However the pysker also perils of the warp and unleashes a Blood thrister daemon too. The party is now trapped between a rock and a hard place literally.


Do i TPK the party? Go soft on them or just end the game now?
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>>49405682
They can either Run away or burn fate.
>>
>>49401327

>They had plans for an "action economy" type dealie and various other permutations on the system, but people flipped their shit, so they threw the baby out with the bathwater, and went back to formula.

Well that is depressing. So they pulled a 5e?
>>
>>49405976

More like if DH1, RT, and DW were 3.PF, DH2 Beta was 4e, and Only War and DH2 were 5e.
>>
>>49405682
Have the Bloodthirster charge the Soul Grinder, kill it, and it starts rampaging. Let them engage in crazy heroics to either kill the Greater Daemon or get the fuck away before orbital bombardment reduces an area about 5 km in radius around the Thirster to a fine dust (If this is a plausible outcome, natch), or just escape in general.
>>
>>49406019

Hey don't insult Only War and DH2 with that comparison.
>>
>>49406019
And where is BC in your analogy?
>>
>>49406130

The trash.

It would be with OW and DH2. They use the Aptitude system, while the first three use the Rank system.
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>>49406194
BC uses an alignment system that is more akin to the father of the aptitude system.
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>>49406050
They're on a deathwatch station that mysteriously went silent.
>>
>>49406346
>Deathwatch
Why are humans there then? Why not other Deathwatch members investigating?
>>
>>49406346
Then they get to run like hell to engineering and tell their local techpriest to activate the station's plasma engine and initiate a Level One Plasmic Purge, or however you would prefer to dress up "Deactivate plasma field containment, override the safeties, and turn plasma generation to maximum in order to literally (But briefly) flood the station with uncontained plasma". Ideally they escape before the purge chain reaction starts, because anything still inside is going to either be free atoms or ominous shadows on the walls, if the station even survives it.
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>>49406412
They were the closest team available
>>
>>49397852
Who is the King in Rags and Taters? What Is a spike pig?
>>
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How do I get my Deathwatch players to act like proper space marines? I don't expect a lot, but I do want them to act more like Astartes than murder hobos.

On that note, how can I get a Deathwatch team into a roleplaying situation that can't be (immediately, anyway) solved with guns?
>>
>>49407136
>Dealing with the various inquisitors and other non-astartes at the watch fortress.

>A mission that requires the team to do something in a currently very active battleground which may require some negotiation with the different imperial factions currently present. Perhaps it's as simple as needing transportation to a specific zone away from the majority of the fighting that the already hard pressed Imperial forces can't spare. Or perhaps an Imperial Forces orders will interfere with the kill teams goal, and they need to persuade them to at the very least wait.

>An ongoing battle has reached a critical point but the Navy, Guard and the Sororitas all have different opinions on how to proceed and the stubbornness of the leaders and their petty bickering is threatening the success of the entire front. The kill team is sent to act as agents of both the Deathwatch and Inquisition to get everyone's shit together, advise on strategy/tactics and ultimately participate when the plan they help formulate is put into motion.
>>
>>49407132
>Who is the King in Rags and Taters?
>Rags and Taters
>Taters
Samwise Gamgee, obv.
>>
>>49407132
>You, sir, should unmask.
>Indeed?
>Indeed, it's time. We have all laid aside disguise but you.
>I wear no mask.
>No mask? No mask!

https://en.wikipedia.org/wiki/The_King_in_Yellow
>>
>>49398356

Having a Carcharodon come in from the deep, deep black to be at a Watch Fortress has got to be fun. Those guys are weird as shit. Time capsules from M31.
>>
>>49407136
Give them someone to care about.
>>
>>49407136
>>49409744
Have their pilot be the best of bros, even saving them once, and then have him crash his craft. If they go against the mission to save his life, you know you're doing something right.
>>
As a guardsman using a totally-heretical pulse rifle, would this be Exotic Weapon Training or a different Weapon Training class (presumably Pulse)?
>>
>>49409951

By RAW, every exotic weapon requires its own Exotic talent (You will need a separate one for pulse rifle, pulse pistol, etc). However, some GMs lump like weapons together. Ask your GM.
>>
>>49409436
It's been pretty fun so far; the guy plays him pretty well so far, switching between Solid Snake sneaky and Kharn levels of berserker.
>>
>Group finishes our Star Wars campaign
>finally starting DH2e
>GM still needs another week or two before he can begin
What can I do to pass the time? I've already made 3 characters and read all the books.
>>
>>49411255
Masturbate?
>>
>>49411255
Think of the emperor.
>>
>>49411299
>>49411555
whynotboth.png
>>
>>49411299
>>49411555
>>49412471
Don't think my toughness/willpower stats are high enough to do that for 14 days straight. Are there any storytime archives I could read through?
>>
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>>49412471
>>
>>49412778
B-but sir, is it not true that the Emperor is our guiding light in times of darkness?

If we truly must sate ourselves while remaining pure, should we not sate ourselves upon the thoughts of The Most Holy and his love for us?

>>49412742
Read Klightus or AGP yet?
>>
>>49412863
haven't read shit besides the rulebooks and some novels. At this point I'll take nearly anything.
>>
>>49412877
Son. It's time you've heard the good word of Shoggy our current High Lord and Savior.
>>
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>>49412877
https://1d4chan.org/wiki/All_Guardsmen_Party
https://1d4chan.org/wiki/The_Times_and_Trials_of_Klightus
>>
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>>49412918
This is becoming a dump by the way. Consider the next many hours of your life and sides gone.
>>
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>>49397852
Can someone Homebrew an absolute zero freeze ray? My GM allowed it but wants me to find a homebrew for it for our dark heresy game. \

Thanks in advance
>>
>>49412940
Ahhh the box always a good time
>>
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>>49412961
I'll leave you with the start of this one and give you something better than what >>49412937 got you, it's the website where shoggy posts it after he posts it here. http://www.theallguardsmenparty.com/ Do yourself and the emperor a favor and read all of it to be caught up for when he posts in the next few weeks
>>
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>>49412991
>better than
Hey fella, I just posted what I had access to.
>>
>>49412918
>>49412937
>>49412940
>>49412961
>>49412991

Thanks a million guys, may the Emperor give you his blessing.
>>
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>>49413065
Ya did the emperor's work guardsman, but you too now know the glory of Shoggy's site.
>>
>>49413243
But seriously, I have hella college work to get done. Why would you do this to me?

I'll be here forever now.

Honestly though, thanks, fella
>>
What the fuck do you people not understand about linking the old threads?
>>
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What are some interesting Chaos enemies I can throw at my Only War players?
>>
>>49411255
Tell us about your 3 chars, anon.
>>
>>49415547
A bloodthirster.
>>
>>49415766
I'm not THAT evil, anon.
>>
>>49415877
A daemon prince of tzeench that seems to be more interested in hanging out with the regiment in human form than actually fighting them.
>>
>>49415547
Do what >>49415895 said, but make him a massive troll who fucks with the party sometimes, but in fair trade for giving him company and amusing him, he tips them off about actually scary shit that is around them. Make him come back fromntime to time, like a cheeky omen of doom.
>>
>>49415895
>>49416314
You could add some minor daemon who honestly just wants to exchange knowledge. He'll trade fairly and is easy and painless to summon, but a bit biased towards the warp, obviously. No active corrupting, shows a kind of respect for their faith, not interested in murder, just exchange of information.

Or is he?
>>
>>49415877
Try the Dybuk in Disciples of the Dark Gods. It's in the Pilgrims of Hayte section. You might need to fiddle with the stats a little, since you're playing OW, but it shouldn't take too much work.
>>
>>49415547
Use the Regiment Creation rules to create some Imperial Guard regiments.

Then make them fall to Chaos.
>>
>>49416314
Maybe if they really manage to convince/entertain him, he'll join them on a mission and utterly obliterate any combat encounters.
>>
>>49416314
That's a pretty good idea anon, but would the party Psyker be able to sense the Daemon's presence in the warp? Might be a dead giveaway.

Also, when a planet is infested by Chaos, is it possible for the worshippers of multiple gods to be there?
>>
>>49418220
Depends if it makes any actual effort to hide itself. In BC, there are a few ways like illusion of normalcy, custom rituals, lord of lies for tzeenchian daemon princes.

Yes.
>>
I'm just waiting for an acolyte to disobey the constant stupid/cruel orders from our inquisitor and find out that the Inquisitor actually wants them to do that, because he's a Recongregationist and wants acolytes willing to stand up to stupid/inept leaders.
>>
>>49418360
That depends on how much inferred punishment the inquisitor is giving for disobeying and just how afraid/obedient the PCs are.
>>
>>49418376
They're scared shitless of him.

But the first acolyte who refuses to do something evil/immoral to innocents will actually be rewarded with the position of team leader. The Inquisitor wants someone willing to go "I refuse to do x to y because y is innocent." or be willing to take down someone corrupt but still in a position of power.
>>
>>49418428
A slight issue with your logic is that this is also the Inquisition.

It could be interpreted as the innocents just being heretics that can act really well and mostly kept hidden until now.
>>
>>49418451
Oh yeah, the Inquisitor wants them to do it to someone -he- knows is innocent. So, if its a non-chaotic rebellion and the players are ordered to start executing people as a reprisal he wants them to refuse, but won't really care if they don't.
>>
>>49418508
I suppose it is just a matter of time until someone rejects the order then. But then again, PC logic and all can fuck with any plan.
>>
>>49418544
Pretty much. But I do have my players well under my thumb thanks to the bomb collars I gave them, and the guy who got a vox-caster built into him, just so the Inquisitor can listen in on their dealings.
>>
>>49404703
>Lower fellowship than average
>Lower willpower than humans
You're screwing that up pretty hard, Fellowship should atleast be higher on interactions with other orkz and they should average out to atleast have 35 or 40 willpower.
I mean comon we're talking "Above Average" of races whenever you consult character creation aswell, these are guys that could probably fight with space marines if they wanted.
>>
You ever played one of the Wulfen in your games /tg/?
>>
>>49406346
>Humans sent to rescue astartes.
The story is progressing as it should IMO.
>>
>>49418563
Do they know about the vox-caster?
>>
>>49418699

First of all, I based the attribute bonuses on the monster stats given for orks in the books. Second, lower willpower makes sense because outside of being fearless in combat how exactly do they have any self-control? And the combat thing is covered by one of those traits I mentioned where they get bonuses to resisting Fear and Pinning for every Ork within 10m of them. And third, tying into the traits again, Orks can use Intimidate skill to Command other Orks and lesser creatures like Grots. Orks rarely lead armies, they tend to bully them into action.
>>
>>49415547
Renegade Mortar teams with slaanesh-hallucinogenic gas. Or Vore Weapons, if you want fun with chaos, than daemonically possesed Vore Weapons.
>>
>>49420315
Dare you enter my magical realm the post
>>
>>49418699
Given how orks see size as being a key part of social standing they'd probably use strength or toughness for interacting with eachother
>>
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>>49420315
>>
>>49420947
>>49420205
You guys are probably right now that I think about it, it just feels weird seeing them made that way but I never actually read into their traits myself.
>>
>>49412950
Bump
>>
Long story short, going to be hosting my first ever deathwatch game with friends who never played a board game.

Its death watch since space marines.

My idea is that they are on a strike vessel that gets a priority mission to go to a tau world about to get hit by the Tyranids and capture a force commander. Vanguard organisms are disrupting things for the tau, the force commander has information related to the capture etheral mentioned in Rites of Battle.

They arrive before the bulk of the Tyranid fleets or Tau reinforcements arrive. I think "capturing a force commander" would be a bit much, in universe, for a band of initiates, so while another team does that, the PCs and other teams are sent in to do disruption.

The PCs, specifically, are there to escort a Culuxus assassin with a new type of Animus specifically designed to severe synapse connections. I thought it would be a neat blend of "go and kill things" and making them feel like they got something special to do, while being part of a bigger thing.

My hope, too, is that there are enough hooks that I can pick a direction to go from here depending on how they do or what they are interested in
>>
>>49421692
>Long story short, going to be hosting my first ever deathwatch game with friends who never played a board game.

That sounds heavy. Are they familiar with 40k from video games or something?
>>
>>49415547

Have them fight a regiment devoted to Chaos

Then have their C.O. suddenly explode into a Greater Daemon, and other daemons start pouring out of the bodies of the dead.

Soul Grinders are also pretty fuckin mean.
>>
How is melee in DH2? I want to build a Sororitas Crusader but I'm not entirely sure how going toe to toe with baddies will play out. Especially before I am able to take the SoB elite advance.

Looking at the talents Step Aside and Shield Wall seem pretty core to surviving in close combat.

The thing I'm not quite sure about is whether I want to go down the Crushing Blow->Hammer Blow + Devastating assault route since all out attacks leave me open to counter attacks, but in turn I hit get a chance to stun the enemy.

Or is Swift/Lightning Attack with Frenzy+Battle Rage better, seeing how the changed the multi attack talents to basically melee semi/full auto?
>>
>>49422834
Your best bet for powerful melee is, unless you are going down the twf lightning attack method is to use a chainaxe, get crushing/hammer blow and swift attack with frenzy, hatred, maybe battle rage (but it's better to dodge than parry).
The sororitas in my game solo'd a chaos spawn at chargen equipped in such a fashion.
>>
>>49423472
I would personally go Eviscerator over Chainaxe, but basically that.
>>
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I'm going a superheavy campaign with my party and they're going into a huge warzone featuring titans and enemy super heavies and chaos space marines... the works.

Now it's all over one planet, but I'm trying to decide what it is they're actually fighting over. I was thinking maybe some kind of relic vault, like an intact Fellglaive or Ordinatus. But I feel like a Fellglaive alone wouldn't warrent such a mass deployment and an Ordinatus/Imperator Titan is a bit predictable
>>
>>49423472
The 2hand route is recommended over twf because you can actually afford to do something other than beatface with your xp.
>>49423554
Well, I'm talking about chargen. Depending on background, you have options available, or you can even go for flavor. Guy I know uses a warhammer because concussion on every blow is amazing, similar to shock mauls.
>>
>>49423592
It doesn't have to be a warmachine. Make it a functioning, supercompact terraforming device. Depending on the parameters, it might build or ruin an atmosphere. Could also be something like an incomplete STC for food or whatever, or some kind of huge auger capable of predicting the future/some warp event/etc.

If you do want to go for the full superweapon trope, go wild. If it's DAoT tech, it's literally in the realms of Clarke's Third Law. It need not be established anywhere. Selective grey-goo nanobots? Sure. Literal warp-powered wave-motion guns in the style of Planetkiller or Yamato? Works. It could also just be a vault with a new kind of toaster or some shit, or nothing but regular supplies, to hammer home the hopelessness, that all that fighting was for a hollow victory.
>>
>>49423472
Why get hammer blow with swift attack? Isn't hammer blow with devastating assault a much more potent combo?
>>
I'm running an episodic Rogue Trader game with a fairly large player base. There are 11 player characters; of these, 4-6 is the maximum number ever at the table at one time.

Recently a guy I know from the LGS expressed interest in joining, so I had him send me a character sheet. I received it today, and while at first glance it looks fine mechanically, I am at a loss for what to do about the flavor.

Suffice to say, this character is basically Bella Swan if she had a warp-eye. The whole backstory is tragedy on top of tragedy, all of them tying back to her being too perfect for this horrible galaxy.

I'm going to allow it because I like the player and trust them to not fuck up, but the whole thing reeks of Does Not Play Well With Others.

What does /40krpg/ think?
>>
>>49424106
You have too many players.
>>
>>49424106
Well, psykers do get dumpstered for being psykers. Not like being a navigator changes too much about that. You're basically a bird in a golden cage rather than a bird eating shit from what I've read about navigators.
>>
>>49423953
Because you should never have all your shit based on one line of assault. If you are going to be on the front line, you need variation, unless you think every attack you make will be Swift Attack (it won't).
With a 2hander, being able to ring someones bell, and trade in DoS for damage AND a debuff, can be more efficient than simply rolling standard or swift, or using AOA by itself.
That said, if you can find room for Devastating Assault, that can be damned handy as well for bringing down targets that absolutely need to go right now.
>>
>>49424257
Not... really.

Navigators are a breed apart from typical psykers, aren't subject to soul binding and sanctioning, and occupy a unique niche in Imperial politics. The only real "cage" is that they're only allowed to have one job. On the other hand, they have guaranteed employment in a field that is lethal to anyone without their very spe subset of mutations.

>>49424106
Is the issue that the character is a billion flavors of tragic backstory, or that each of these tragedies is so shallow as to be meaningless? If the latter, have you talked to the player about it yet?
>>
>>49424185
K.

>>49424257
The tragedies on the sheet are of a deeply personal variety. The IoM's treatment of psykers is broadly cruel but doesn't humanize it's victims enough to individually torment them.

>>49424559
I'm still figuring out what I want to say. They're gonna have to own it if they do it, and I'm almost definitely sending some sort of nobilite agent after them.
>>
>>49424106
I'd say too many tragedy in backstory sounds trouble. Did he said what is the purpose of it and why he wants it?
>>
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Picked up a Dark Heresy 2e book right after FFG announced they were ending their Warhammer line, and it finally arrived today. The art is fucking fantastic, does anybody know who drew it?
>>
What are your favorite BGMs for roll20, /40krpg/?

Obvious one for Only War
https://www.youtube.com/watch?v=mhqWHIq-aZw
>>
Whats the best alt career rank for a psyker? Theres just so many its confusing to pick one
>>
>>49424727
>>49424559
>>49424257
Navigators ARE NOT, repeat, ARE NOT, psykers. At all. Let's stress that one more time: Navigators are NOT psykers. They're mutant bloodlines dating back to the DAoT who have formed the Navis Nobilite, formed their own families, and hire themselves out to Imperial (Or occasionally independent or pirate) vessels. The Warp Eye and the degenerative effects of getting new navigator powers are in their bloodline, not because they're psykers.
That said, Navigators can be plenty tragic. I've gotten a lot of mileage out of the mindset that Navigators aren't 'real people', just tools to ensure the ship gets where it's going safely. And this attitude was held by the navigator herself, mind you, not the RT.
>>
Do Navigator Powers work on Astropaths?

Astropaths are blind, can they see the third eye?
>>
Storytime, bitches.
>DH2e
>Be playing a frontier world arbitrator
>not particularly get along with the warband, half of them hate him (the girls), half like him (the guys)
>in city that is under siege by mutants, ordered to find out the fuck is happening, rescue vips
>team up with a survivor of the city's defenders, tells us about the place, leads us to the back up holding point for the city lords
>it's the mine the city was built around
>also, the mutants are attacking it directly
>in waves of 50+
>did I mention all the mutants have 3 arms?
>Yeah, all the mutants have a third, clawed arm
>damn near all of them
>the thousands of them
>think about it
>I have
>it's scary
>plot to get to the friendly lines, past dozens of attacking mutants
>locate an autocarriage pick up
>Time to Technical the fuck out of this thing
>bolt doors to the sides, spare fenders, spikes, set up a heavy stubber in the bed mounted on a wagon wheel axle
>the warband's forgeborn awakens the machine spirit to vengeance
>the outsiders of the warband, myself, the guardsman and the desperado plan to use the technical to distract and harry the mutant forces while the other half of the party (sororitas, adept, noble, city trooper) make their way across the flank to secure the vips
>try to bargain with admech presence in the city for a flight out
>not so much as planned
>shit
>the 40 some defenders of the mine are getting pressed hard
>we zip off to into the breach after commending our souls to the Emperor, each in our own way
>suicide missions are fun, y'know
>guardsman driving, burns rubber to the mutant scum
>tries to ram them
>in his zeal to paint the technical in mutant blood, loses control careens into the flank
>this is when we learn that autocarriages are NOT bulletproof
>trade fire, autoguns and heavy stubbers ventilating our ride
>desperado popping mutants with his rifle, I burn mutants with the sororitas' flamer, guardsman yells curses and invectives
>cont
>>
>>49425883
Calixis Templar for Jedi shenanigans
>>
>>49426529
>other team makes it across lines with a few scrapes
>our technical lasted literally 30 seconds once we hit the field
>on fire, in the middle of the mutant lines
>and here we die, and it was good
>guardsman tumbles out of the autocarriage right into CC with a giant fucking heavy stubber wielding mutant, striking twice with his beloved chainsword "Bertha"
>desperado follows, double tapping the mutant in the head at point blank range with his rifle
>both move to cover away from burning wreck
>I stay in, getting on the heavy stubber, firing suppression fire across the entire left half of the mutants battle line, killing a which and making more than a dozen flee outright
>stay in the burning wreck whilst the GM keeps rolling 9s, looking for the explode result
>enemy technical screams towards me at ramming speed
>shit
>hits hard, gm tells me flat out the technical explodes
>What do you do, anon
>can't dodge far enough to avoid explosion
>no way to take cover
>wait!
>I leap from my autocarriage INTO the one that is ramming me
>thru their windshield
>gm blanches a moment
>rules I need to make an athletics check to make the leap, need at least 2 DoS to make it
>"So you're telling me I need to roll a 20?"
>group offers prayers and some superstitious rituals for luck on the dice
>look at the GM
>"I only need the Emperor"
>roll dice
>20
>Enter the bedlam
>I dive headfirst from the truck bed thru the windshield of the ramming truck, getting the front armor as soak
>explosion is 5d10, rolls 23
>soak the entire thing with 15 truck armor and 9 personal soak
>The Emperor Protects!
>cut session, resume next week
>>
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Yo, I just bought the Black Crusade core rule book. I am intrigued by the imperial daemon world of Mammon, which book has further details about the place?
>>49426778
That's a good story, Anon. Truly, when fate takes away one vehicle for divine retribution, the emperor/the enemy provides you another.
>>
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>>49426778
Good work, Arbitrator
>>
>>49426842
Tome of Excess.
>>
>>49426842
>>49426876
My current plan is to continue the insanity by either drawing my shock maul and knife and going full ham in the cab, or ratchet it up by pulling a stun/choke grenade and dropping it on the driver.
Either way, I'm taking this truck.
>>
Tell me the pros and cona of each game. I've got a hankering to run a campaign in 40k but I dont know what.
>>
>>49427127
Pros: you get to play some luckless asshole in the motherfuckin' 40k setting
Cona: idk, try here;
https://en.wikipedia.org/wiki/Cona
>>
>>49427127
if you have to buy manuals, go for Dark Heresy 2.0 or Deathwatch, the other stuff is redundant.
>>
>>49427127
DH1e: No pros, all cons.
Rogue Trader:
>Pros: Most freedom of any main-line game, a lot more tolerant of HERESY. Tau are playable.
>Cons: A lot more heresy and a lot more retarded players, usually. Tau are playable.
Deathwatch:
>Pros: Space marines can be fun. Good for making your players feel robust. Politics are inherently alien AND interesting.
>Cons: A lot of players will point you in the direction of all-combat campaign. I've had this happen to me. It's very hard to get people to take space marines as anything other than combat monsters, for good reason.
Black Crusade: Haven't played, won't comment.
Only War:
>Pros: Best game, honestly. The most everyman experience. Fairly well balanced. BC began the aptitude system, but since I didn't comment there: APTITUDE SYSTEM. Fixed the biggest complaint I had about the system in the first place.
>Cons: Low power. You WILL get mauled. This is a con for some people. This is a pro to me. Some stat lines are totally wonky.
Dark Heresy 2e:
>Pros: Best of the psyker rules. Pretty good overall, actually, second to RT in flexibility while not having as ridiculously high of a power level at the top end. My favorite is Only War, but if you're going to run a first game, run Dark Heresy 2e.
>Cons: The splats were super rushed. The books' appearances are *fucking awful looking* inside for reading purposes, though the art is good.

Whole-system warning: ANYONE playing a techpriest or derivative is suspect. They're powerful in every system. Watch carefully.

>>49427212
Only War isn't redundant. Neither is Black Crusade, really. Rogue Trader, on the other hand, is high-power DH1e, so you could skip it.
>>
Is Templar calix better for the scholar side of psykers or the military? Or does it not matter. Because I kinda wanna go scholar route for them abilities

>>49426711
>>
>>49427282
Personally, the ship rules and unique setting of Rogue Trader are its greatest strengths. Being able to have entire sessions of just the players bullshitting around their ship while in the warp is a ton of fun, planethopping helps keep things fresh, and being able to bust out "This is some new minor xenos race no one has ever really encountered before, how will you handle it" on a moment's notice is a great way to trip up knowledgeable players.
>>
>>49427282
Could anyone who has played Black crusade do a pro con of it? Really interested how it panned out now that all the books are out and curious whether I should grab it now that FFG 40k is going kaput.
>>
>>49427377
Pros:
>Lots and lots and lots of freedom
>Power level is extremely variable and can be tuned to taste
>Inter-party conflict is almost expected
Cons:
>So much freedom that it can be paralyzing to GMs and players alike
>There's always one asshole who wants to play a Space Marine in a Heretics game and then sulks when he gets to sit out the non-combat encounters
>Inter-party conflict is almost routine
>Weird mechanics. Nurgle psykers and Slaaneshi meleeists are unbelievably shitty.
>Players like to interpret "You get to play the bad guys" as "Play the most ridiculously Stupid Evil caricature you can"
Variable:
>SO. MUCH. ERP.
Overall, it's a unique game with its own identity, but I can't say I'd recommend it.
>>
>>49427282
Black Crusade sounds cool, how well does it balance politics vs muder hobo? Also, marines vs humans?
>>
>>49427437
I found it seems really easy to start stepping on each others' schticks in a large group.
>>
>>49427437
Erp you say?
>>
>>49427437
>all-Slaaneshi warband
>one female space marine, one POWER OF ROCK marine, one creepy motherfucker with a torture fetish (and i'm not describing his character), one caricature-evil heretic

it was fun
>>
>>49427282

Add "Books are the fucking rarest to find" to Only War cons
>>
>>49427282
>Black Crusade: Haven't played, won't comment.

And this is why the line got cancelled early and the last two books got smushed together.

40k fans talk shit about the Imperium focus and spess mehreens all the time, but when actual call to arms happens they're nowhere to be seen.
>>
>>49427349
They're bodyguards, and I'm pretty sure they trade their intelligence advances for weapon skill ones so it's not what you're looking for
>>
>>49427853
I've played two sessions of Rogue Trader before that group fell apart, I ran my own Deathwatch one-shot explicitly so people could learn the combat system without being at risk of instant unavoidable death *and* play the Marines they wanted to play, and I'm a player in a new Only War campaign. I'd play Black Crusade given the chance, but I haven't been given that chance yet.

Besides, we're on the way to being Renegade Guard anyway.
>>
>>49427869
What am I looking for?
Could I just buy all the int upgrades first?
>>
>>49405682
>dark heresy
>greater demon
>more than one at once

If you don't tpk them you've missed the point. Hell, they should feel lucky if they manage to shrug off the effects of fear/shock before they die.

If you pussy out ANY tension will be gone from your game going forward. This is the definition of having fucked up beyond the reasonable hope of recovery.

TPK them, and if it seems like one of them will escape have them appear to the next batch of PCS as a gibbering wreck, possibly sporting a mutation or two.

Have the bloodthirster go for the psyker who witlessly summoned it first and the other for the mortal foolish enough to try and weild it.
>>
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>want to play a campaign of DH or BC
>don't know anyone that isn't married to pathfinder, DnD, or the 4 guys who play star wars
it ain't fair bros
I'm seriously debating just buying the rulebooks to jerk off over numbers even though I can't play with them
>>
>>49427907
They mostly just have combat abilities, like I said they're basically jedi. You'd be better off sticking with the normal scholar route so you can pick up lores. There are other ranks you can take I think but you may have to give up psy ratings and such, like I think psykers can get xeno arcanist
>>
>>49427282
What makes Techpriest so powerful?
>>
>>49428001
Tech-Use is powerful, and Integrated Weapons are absurdly so. Also, techpriests can easily achieve downright fucking ABSURD armor values and become walking murder-tanks.
>>
>>49428001
Tech priests are the CoDzilla of 40krpg. Big in combat. Big out of combat.

Healing
Skill monkey
Hugely tough
Gets a bunch of cybernetics to be just plain better with no downsides like low essence in SR
Their tech magic doesnt have a chance to fuck them over like warp magic
Did I forget to mention they make effective sorcerers if you use the appropriate splat?
God Emperor protect you if the GM allows that admech splat from DH1e
>>
>>49416646
that's a pretty good idea, it's a low-level daemonhost, good for breaking in acolytes.
>>
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>>49421692
Interesting
While the gameplay you propose is simple and possibly fun, it's a little too complex. Don't bombard your players with information unless they ask about something. Slowly unveil the wider picture over vox-chat with an NPC who is also feeding them tactical-gameplay information:
>Tau are in-bound from the west, get to cover, they might be xenos scum but they've got the better guns right now. Do you lords see the town to the north-east of you? Head towards it, you'll put the scum at a disadvantage.
>My lords, I've got more news, thermal scans indicate a flock of Tyranid are honing in on your position. Looks like a weak scouting party, nothing you can't handle. Stand your ground and give them the Emperor's wrath!
>>
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>mfw I found an Only War core rulebook for $200 in Britain and a friend there agreed to pick it up and ship it to me
My hype levels are off the charts
>>
>>49428637
Why?
>>
>>49423592
You got it right, fighting over superweapons are a classic macguffin in 40k.
A better objective might be the Means of Production, like the planet is the only world in the entire sector to produce [food/armor/medicine/vehicle/technology].
>What about communication? I ask myself
Maybe the planet where pre-fabricated astropathic communication domes are built and consecrated. If the Imperium doesn't have the domes, FTL communication with worlds reclaimed by the Imperium will be impossible. Production of the domes can't stop despite the apocalyptic war and the player characters will see psykers of all stripes getting dumped into incinerators. When asked, have an officer explain that the ashes of incinerated psykers are a vital psyk-reactive material. Also have creepy ghosts manifest out of the ashes.
>>
>>49428717
Because all the Only War rulebooks in the US go for like $800+ because they're rare as shit. I guess I could just use the PDFs but I greatly prefer physical.
>>
>>49428753
They are rare as shit? Damn maybe I should sell my corebook then.
>>
I may be able to GM a game with some guys from a local comic shop.
What games would you recommend to 3 guys who only know 40k tertiarily?
>>
>>49428862
Yep, and FFG cancelling the WH RPG line drove their prices through the roof overnight. You got a collector's item now, buddy.
>>
>>49427999
Nah thats Adept only.

If anyone else knows any good alt careers, hit me up.
>>
>full-game wipe from a single shot

oh
>>
>>49427981
Run it faggot
>>
>>49428872
Only War
>>
>>49427981

I let them take him.
>>
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Okay guys I have a question.

For someone who has played systems with modular combat, Aces n Eights, Riddle of Steel/Song of Swords, and Runequest 6 -

How does anyone get enjoyment out of these systems?

It seems there is little to do other than take cover, shoot back, hope your gun makes them explode into giblets or keep trying.

HAS ANYONE TRIED TO RUN ONLY WAR WITH JUST LASGUNS?
I HAVE
IT WAS AWFUL
>>
>>49429728
>Just lasguns
So they left literally all of their other weapons back at base?
>>
How balanced is DH2? I heard the PCs are incredibly strong from the get go with little hanging over their head in the way of dangers like in 1e?
>>
>>49430069
That's not hard, considering DH1e characters start off as bumbling idiots.
>>
>>49397852
So I was hoping I could get some help coming up with ideas for a relativity easy Dark Heresy game. A bunch of friends from a D&D group decided they wanted to try a 40k game because it sounds cool. My problem is is that half of them know next to nothing about 40k lore, and aren't really experienced in roleplay games that require subtlety. I've run Dark Heresy before but it was with people that were very familiar with 40k and knew how to not shoot everything that moves. I really don't want to throw them into the unknown without telling them what way is up so I should go easy on them, but I can't really think of a simplistic campaign that requires at least some degree of subtlety. Any ideas would be nice.
>>
>>49430206
Instead of heresy via daemon stuff, make it heresy via xeno stuff.
>>
>>49430138
But do they start out as badasses who as I've heard can take out gene stealers from the start?
>>
>>49430323
What? No. Genestealers have been progressively buffed in every appearance, and DH2e Genestealers are absolutely absurd. Like "MEQ with armor-ignoring claws that is also faster than you and is lightning fast TPK in a can" absurd. Players start out with attributes in the 30s or 40s, one 50 if they really minmaxed for it, a number of basic skills, a couple talents, and some las or SP-tier gear. They're trained professionals and low-level elites, not ultra-badasses.
>>
>>49430380
Sounds great, thanks. Are the Splats good/required?
>>
>>49430430
Required? No. Good? Ehhhhhh...there's only three, and they're rather mixed in quality, even within the same book.
>>
>>49430206
Here's an idea that I've had:
>"Stranger Things" but in 40k
On a developing world, The PC's are either the residents of a small town or the personnel assigned to the mysterious facility on the outskirts of the town. The facility is experimenting on or training psykers, thus weird stuff starts going down and an unaligned warp-monster starts going around killing people. Also, one of the Psykers escaped from the facility, and the Interrogator in charge of this operation wants his daughter back. He's a terrible but sort-of-okay father and he's terrifying.
>Facility Staff: Imperial Guard, Ad-Mech, Heretek, Sanctioned Psyker
>Town Resident: Administratum, Arbite, Outsider, Ad-mech, Ecclesiarchy
Inquisitorial missions:
>Cover-up true causes of death for civilians
>Install surveillance devices in a variety of locations without residents noticing
>Explore the weird fleshy warp-gates and the warp version of the town
Civilian missions:
>figure out where this weird girl came from
>Figure out where people are disappearing to
>Figure out what's going on at that facility
>>
>>49421812

one is a pretty avid 40k fluff fan, the other is pretty familiar with dawn of war and likes following space marines/tau
>>
>>49428569

yeah this is moreso for my own planning than what they need to know all at once

I think the extent of it is

>go to place with culexus, go wreck shit, come back home
>>
>>49430807
alright, makes sense
>>
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>>49427282
>Rogue Trader:
>Cons:A lot more retarded players, usually.
sigh, this happened to my online 40k RP/gaming group. We had a That Guy, who was generally tolerable most of the time. We were going to play something different from 40k but he was having none of it, just because it didn't like the setting of S.Run.

GM reluctantly ran RT instead with That Guy as the RT. the others and I while annoyed, kept in high spirits.
We didn't have a ship so we took it through a mutiny and took the ship back to That Guy (He had shit to do and called way ahead until this point), with GMPC (who worked with Boss) unhappily in tow

That Guy started his roleplay to convince the rest of the crew to join him. By the Gods, he was playing generic Noble Bright. we moved on.

after a combat session. That guy got whiny that he's can't murderhobo in combat (he had the opposite complaint beforehand), even though I was the tank/murderhobo (lvl 1 12 wounds) and nearly died. We got another ship for our troubles and Guy left it in charge of GMPC.

Life got in the way and we couldn't play it anymore, but the GM later told us that GMPC would have left the party with Ship 2 because he didn't like us. Even though that was apparent to party with the drinking and general dislike towards us, Guy was surprised..and Mad.

It ended with him leaving for sometime.

>TL;DR: That Guy wasn't happy with anything and enabled him just so he would stop whining, which unsurprisingly gave him more to cry about, and He left. First and Worst RT ever.
>>
>>49430912
>TL;DR: That Guy wasn't happy with anything
Did they actually want to murderhobo, or was it just a case of seeing others being semi-effective in combat, and wanting to compete? Because it sounds like that guy wanted to be awesome, and the rest of you were happier eating dirt. IC. Metaphorically.
>>
How do you handle multiple identical requisition tests (OW)? Bundle it into one at regular availability? Roll for each individual one?
>>
>>49431366
Use the modifier for the number of troops supplied by the requisition test.
>>
How do you lot go about doing weapon modifications that change inherent qualities outside the established tacticool add ons and Good/Best Quality design?
Like say I wanted to increase an autogun from S/3/6 to S/5/7?
>>
>When your Rogue Traders nemesis is revealed to have been a pirate with access to a functioning voidship manfuactorum
>when it is revealed that he has found an ancient battlefield full of drifting wrecks
>when his forge can spit out raiders from asteroid rocks.
>When you jump in to fight to find out it has a guarding fleet of sixty raiders, ten frigates and a grand cruiser
>when you find out his space station factory has an AI core in it
>And it has put AI cogitator bits in every single ship in system
>Also the AI is also a daemon
>no wait its nine daemons who share one name
>tzeentch such a jokester

Boy, you gotta EARN them space elf waifus! And don't come back until you do!

If I don't die during this I think I might turn in the 'rogue' part of my title and just become a fucking boring-ass trade route minder. Bore the same few routes in space bringing raw and manufactured goods back and forth between the same few worlds. Fuck everything.
>>
>>49433269
Autoguns are S/3/10.
>>
>>49433397
I'm just using it as an example, anon, you know what I mean.
Or say, adding full auto to a lasgun?
Increasing the maximal potential of a plasma gun (yes, this is a TERRIBLE idea, but still).
Adding Tearing to a basic sword.
>>
>>49433442
There's more than enough weapons in all the different splats, just look somewhere else to find what you seek.
>>
>>49433561
>tells heretek hey, don't mess with technology, go use this premade, pre-approved design
Thanks for literally less than nothing.
>>
>>49430486
Sounds cool. You're gonna have civilian and inquisitorial PCs at the same time? Because it looks like the party members will end up killing each other in that case.
>>
>>49398808
There are rules for Ork Weapons in OW, it's either in the Adventure that is included with the Core, or it's one of the Adventure Books.
>>
>>49433595
>Tells players of the most conservative/orthodox setting in popular culture to change things and wonders why people give him weird looks

Here's your (You)
>>
>>49433780
>those same players who actually know the setting and know there is a canonical branch of outlaw scientists who experiment with tech and give no fucks, but one chucklefuck decides to ignore that
Yea, it's your opinion, man, even if it's dead wrong.
>>
>>49433815
Well, you could let them roll on the Variant Patterns tables from Only War if you just want a bit of randomization.

Or just give it a minor bonus and a bigger drawback.

>Or say, adding full auto to a lasgun?
Like giving it Full Auto 6 and the Overheats quality, for instance.

>Adding Tearing to a basic sword.
You mean by doing something like attaching a chainsaw to its edges? ;)
>>
>>49434113

>Adding Tearing to a basic sword.
>You mean by doing something like attaching a chainsaw to its edges? ;)

See, this guy gets it. Most of the ideas you have are already out there. You just haven't looked hard enough.
>>
So /40krpg/.


Chainswords or Powerswords?

My players debate it alot. Hit me.
>>
>>49434648
Chainswords for crit fishing, power swords for everything else.
>>
>>49412950
Make a ranged weapon with the snare quality and energy type. Damage, range, AP, and clip size are on you
>>
>>49415547
Take leaves from the predone campaigns.

>acolytes get invited to an odd firefight crime scene arbites are working on
>get invited back to watch the autopsy
>autopsy victim has three large boils/buboes in the shape of a triangle on his upper body
>when they are popped, bloated maggots start spewing out
>body bolts upright, tries to grab the arbites' medicae by the neck and slam him into the bench

Otherwise I'm planning for my group to meet both Fallen, and a squad of Rubric marines.
>Fallen who pops out of a rift and starts using the acolytes for his plans
>at some time later all depending on acolytes' actions and stuff, Dark Angels will show up with a gun pointed at the Fallen's head
Really just want to see how they react when one Space Marine is pointing a gun at another's head and accusing him of being a heretic, the latter of whom has gained some modicum of trust already from them.

Thousand Sons will be whilst they are protected with a nice platoon or two of Inquisitorial Stormtroopers, or something similar. For that I just want to see them drop one of the Rubrics, only for the Sorcerer to walk on over and completely rebuild him back up.
>>
>>49434670
>>49434648
Sorry, wasn't vague enough.

Power Weapons or Chain Weapons?
>>
>>49434774
Good luck without a Melta at Pointblank.

Those Rubrics have the Armor and Toughness of a Light Tank/Terminator.
>>
>>49434782
Power weapons > Eviscerator > chain weapons
>>
>>49434113
>minor bonus and a bigger drawback.

Why?

Why is this such a widespread meme? Why can't something have a bonus equal to the penalty it inflicts, an equal tradeoff? Maybe a weapon can even be BETTER than another. Why does customized gear have to have downsides that make them worthless?

Even official material rolls on more Pattern Upside tables than Downside tables.
>>
What's your favorite talent?
>>
>>49435135
Chem Geld :^)
>>
>>49435144
>"Sorry, the magical realm is closed today"
>>
>>49434884
Because canon material is always flawlessly balanced and perfectly representative of a desireable power level. Even shit like that graviton hammer or the Xenarch Death Arc, or pre-errata Astartes bolters. Perfectly. Balanced. Meanwhile, all homebrew is inherently broken because contradicting the whims of Famous Game Designers is unthinkable and monstrous, and needs to be kneecapped out of the gate so players don't go thinking they can make their mark on the game and setting instead of robotically following the holy Word of FFG.
>>
>>49427282
>Dark Heresy 2e:
>>Pros: Best of the psyker rules.
I haven't played any of the other ones, but the Psyker rules in 2e are a mess IMO. The Willpower penalty means that you will most often use PR 1, and that you never have a reason to push. Which is a shame, because the concept of pushing is pretty cool.
>>
>>49435200
>canon material is always flawlessly balanced and perfectly representative of a desireable power level.

Exactly. Hit the nail on the head. FFG'S works are tuned to a level, and fluffed appropriately to achieve the maximum possible audience. They are "safe" to include in any game, regardless of setting or time period. Homebrew on the other hand is often tuned to a specific person's style, which often doesn't "feel" right to another person. That is why people feel comfortable cherry picking or banning homebrew, because it may not feel appropriate to the themes a GM wants to emphasize, and why even the THOUGHT of banning official material results in stares of confusion and revulsion. You're not running a real game if you use homebrew - there's no common point of discussion that can be achieved, so it's ostracized and rejected.
>>
>>49434884
I would do it this way. Extended check to modify the weapon, add in your pluses for gear etc, and minuses gor how difficult the mod would be. Say they need 10 degrees of success. If they just make 10 they succeed in what they wanted, no drawbacks. If they exceed the threshold by a certain amount, they did what they wanted, and then some. That's where I would add in a trade off. For example Lasgun that was modified would get rapid fire, and a bump in damage damagelike +1 or +2, but would suck up more ammo with each shot, or be treated like it has the deactivated safety features weapon mod. If they failed the check then it may do what they wanted, but gain unreliable or just break depending on DOF.
>>
>>49435362
>Exactly. Hit the nail on the head. FFG'S works are tuned to a level, and fluffed appropriately to achieve the maximum possible audience. They are "safe" to include in any game, regardless of setting or time period.
I was being entirely sarcastic, you utter and complete fucking mong. FFG has absolutely horrible balance issues, and their 'tuning' is a myth at best and an outright falsehood at worst. Everything you said about homebrew being banned for feel or theme can apply equally to official material. In short, please kindly take a long fuck off a short pier.
>>
Im playing a psyker that went the scholarly route, I just hit ascension. I kind of want to take the inquisitor route but am not sure I have that kind of fellowship, should I just grab the primaris psyker upgrade?
>>
Anyone got the fan Rogue Trader errata that fixed starships and their weapons? I remember it fixed lance weapons so they would be as powerful as the fluff shows.
>>
>>49435500

You may not agree, but feels and theme are THE main reasons homebrew is not accepted. There's no way to establish a common point if discussion.

Let's use an example. A few threads back, two people asked for help - one asked the best loadout for a chimera, the other asked the best loadout for a Macrocarid explorator. They asked within minutes from each other.

Everyone accepts Chimeras exist. They accept they are Core Only War. Many have had common experience with regiments with Chimeras, and offered their own jokes, anecdotes, and tips. He got what he needed.

The second guy was ignored. Most people don't realize the second is homebrew. Some didn't even realize the tank existed in the first place. Nobody can share about it because most would NEVER use it. And if they did, most GMs would tune it to fit their own games, so you couldnt offer any suggestions to agree on anyway. Nobody responded to the guy except to taunt him over using some bizarre out there thing. Nobody would even think to assume a Chimera was "weird" - it's core, after all. Everyone knows of it and can reference it.

This is the risk of homebrew.
>>
>>49435653
It's not errata, it's a fairly simple houserule.
>Reduce all ship armor by 12
>Macrocannon hits cannot be combined, armor is applied to all hits separately
>For example, a ship pre-houserule has Armor 20. After houserule, it has Armor 8 and thus can shrug off average hits from your normal 1d10+4 macrocannons.
Admittedly, it fucks torpedoes and ordnance in general all to hell, and armor-piercing macrocannons need to be nerfed or soft-banned (Which I feel should be done anyway, but that's neither here nor there), but overall it works relatively well.
>>
>>49426529
Three-armed mutants with a claw? Ah, to true gods of void has blessed this world.
>>
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Need to generate Eldar Titans in a Rogue Trader game. What splatbook would they be located in or is there a homebrew that would deal with this?

Any Titan will do desu doesn't just have to be Eldar.
>>
>>49435756
>armor-piercing macrocannons need to be nerfed or soft-banned

This. I was in a game where the GM used Math-hammer ship rules, and three weapons made an utter mockery of them - Stygies Penetrators, Volkite Bombards, and torpedoes. The first just penned all the armor anyway, the second just spammed so many dice, and ND the third hit like a truck from such huge base damage. But those came after math-hammer was created, so you can't fault the system.
>>
>>49435852

there's a Warhound in deathwatch rites of battle
>>
>>49435922
And it, hilariously, is absolutely terrible at actually killing Titan-level combatants. Then again, the 40kRPG system breaks into a million little pieces at that scale, so it's just as well.
>>
>>49435942
That makes it even better, thanks fampai
>>
Dark heresy first or second edition? I have first edition but haven't played it yet. Not sure I'd want to upgrade a game I've never touched
>>
>>49435995
first edition has more content, second edition is more streamlined and flexible
>>
>>49435942
>Then again, the 40kRPG system breaks into a million little pieces at that scale,
That spontaneously combusts, suddenly resurrects itself again only to die of warp-AIDS and explode into a million different gretchins out to devour your liver.

The guys who designed the 40krpg system never intended it to deal with anything larger than a car. Which is why they added Baneblades, Squiggoths, Subjugators, Brass Scorpions, Trygons and other ginormous bullshit in Black Crusade and Only War.
>>
>>49429728
That's what actual combat is like you mook. Some people like a degree of realism.
>>
>>49436132
>>49429728
There's a point where you should let narrative take precedent and run things as they "make sense" or are interesting.

Rarely do I use normal combat rules if its just one-off stuff or plot important scenarios. When the idiots "start a bar fight" that's when I apply to that.
>>
>>49436203
*when I apply the normal combat rules
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>>49434782
Chain weapons. They don't cause Energy crits to explode in your face.
>>
>>49435995
I swear, we have this question 2 or 3 times per thread.

2e.
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>>49436513
2E for system. 1E for more inspiration and ideas for houseruling.
>>
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>>49436022
Can I get a resource book on where to find "ginormous bullshit" of the "Giant Fucking Monster" variety?
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>>49397852
Ever use an unfluffed character for your RPGs?

I'm thinking of using this guy for my BBEG but I'm not sure how to stat this gun of his. Maybe some kind of daemon weapon twin-linked autocannon.
>>
>>49437295
FFG Super-Heavies:
Warhound Titan Lupus Tempestus – Deathwatch: Rites of Battle p. 185-186
Thunderhawk Gunship – Deathwatch: Rites of Battle p. 183
Land Raider – Deathwatch: Rites of Battle p. 172-174 (Not a Super-Heavy but a hard enough foe to be included)
Baneblade – Only War: Core Rulebook p. 219-220
Shadowsword – Only War: Shield of Humanity p. 144
Stormlord – Only War: No Surrender p. 135
Tantalus – Only War: Enemies of the Imperium p. 93

FFG Gargantuan Creatures:
Great Knarloc – Only War: Enemies of the Imperium p. 104-105 / Deathwatch: Mark of the Xenos p. 21-22
Squiggoth - Only War: Enemies of the Imperium p. 58-59
Great Unclean One – Black Crusade: Core Rulebook p. 357 / Deathwatch: Mark of the Xenos p. 102-103
Lord of Change – Black Crusade: Core Rulebook p. 357-358 / Deathwatch: Mark of the Xenos p. 106-107
Bloodthirster – Black Crusade: Tome of Blood p. 86-87 / Deathwatch: Mark of the Xenos p. 100-101
Keeper of Secrets – Black Crusade: Tome of Excess p. 81-82 / Deathwatch: Mark of the Xenos p. 104-105
Leviathan – Black Crusade: Tome of Blood p. 92-93
Brass Scorpion – Black Crusade: Tome of Blood p. 117
Doom Blaster – Black Crusade: Tome of Blood p. 118
Skull Reaper – Black Crusade: Tome of Blood p. 118
Plague Tower – Black Crusade: Tome of Decay p. 98
Heldrake - Black Crusade: Tome of Excess p. 87 / Only War: No Surrender p. 139-141
Subjugator - Black Crusade: Tome of Excess p. 89
Auruntaur - Black Crusade: Tome of Fate p. 83
Avatar of Khaine - Rogue Trader: The Koronus Bestiary p. 62-63
Trygon - Deathwatch: Mark of the Xenos p. 45-46
Harridan – Deathwatch: The Jericho Reach p. 177-178
Tyrannofex – Deathwatch: The Jericho Reach p. 181-182
Mawloc – Deatchwatch: The Jericho Reach p. 187-188
Tervigon – Deathwatch: The Jericho Reach p. 190-191
Hierophant – Deathwatch: The Jericho Reach p. 198-201
Hierodule – Deathwatch: The Jericho Reach p. 202
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>>49437399
This is above and beyond what I needed.

So how shall I suck your succulent dick today Eldeldorf?
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>>49437446
Tell me what bullshit your players has stirred up that you need the stats for god damn battle titans. Also, check out >>49400925 it might have more stuff you'd need.
>>
>>49435756
>Admittedly, it fucks torpedoes and ordnance in general all to hell,
What exactly do you mean by this? I haven't played in a long time.
>>
>>49437607
Torpedoes have ridiculous damage to help them burn through armor with a single strike, so under mathhammer, they hit at least 12 points stronger than they theoretically should, and due to multiple damage dice and Terminal Penetration, rebalancing them is a pain in the ass. Also, it makes bombers and such quite a bit stronger.
>>
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>>49437565
!STORY TIME!
May you find it perfectly pleasurable

Rogue Trader, core only, 8 players-yes I fucking know its awful but I gotta keep the ttrpg club alive somehow

>Party is running errands for a corrupt Governor of a star system in exchange for a map to a certain planet of treasure
>He is a retired Rogue Trader that just wants to party with his acquisitions over the years
>Krieger Arch-Militant is disgusted by the Governor's abuse of authority
>Contacts the Inquisition and begins planning an undercover coup to place a nearby Imperial Guard commander in charge of the system until more official representatives come through to sort shit out
>Really, they're just killing time while the Guard and Navy get their shit together to raid the capital world
>Also I spent so much time developing the system I'll be damned if it goes to waste

>The errand is to stop the various factions on the planet from going to war and blowing it the fuck up
>Party notices the "Evil Twin Sister" of the other Archmilitant is present at the negotiations
>1 world leader killed at the negotiations, 7 shut down highways, 2 car chases, and a dead rival Rogue Trader later-
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>>49437908

>Predictably, the planet is now in a state of war with 4 of the factions currently trying to invade each other with the leader of another faction rotting in a dumpster somewhere
>Also predictably, the party cares for nearly none of this and is currently in intense proceedings at a probate court to try and get the dead sister's estate to double their profit factor
>The Mechanicus are busy jacking off over an advanced Eldar laboratory they found buried several geological layers underneath the capital
>In the background, the party's Rogue Trader named PRIDE is being manipulated by the Eldar faction to host massive street parties for them
>The Eldar are using these parties as a way to advertise the Mutant faction's election campaign so that their leader can become the Governor of the planet
>In exchange, the Mutants allow the Eldar access to the capital building
>WHICH MAY OR MAY NOT HAVE TO DO WITH THE LAB DOWNSTAIRS

Given that no one in the party has really questioned any character's fucking motives at this point, or bothered to ask any of the other factions anything; I'm pretty sure they're going to let the Eldars get to their Warp-Gate to bring in their armies onto the planet.

Also, the sixth planet is actually the egg of a giant Warp Monster. But "there are earthquakes on the planet, like a heart-beat" wasn't interesting enough for them to go bother and investigate.
>>
>>49431088
it was just a case of seeing others being semi-effective in combat

his complaint was that during the combat session was that he couldn't do things in combat because his armour was a t-shirt compared to what's coming through.

another thing was that we were fighting in a door way with no cover pass it so basically only 3 guys could effectively fire-fight, also his character isn't built for combat, He didn't want to pop out only to be blasted by a plasma gun or a psychic power
Unsurprisingly he was bored as all he could do without being blasted was keep shouting Command and buffing us.

Mind you just before the combat session, it was a complete RP session where he did most of the plays that forwarded the game.

>it sounds like that guy wanted to be awesome
basically, but how I see it is that he wanted to be awesome in everything. like an anime character. He could've get to that level in later levels if he could but he quickly got bored after the combat session and left us.
Leaving us with no RT. game dead
>>
>>49438029
Your players suck
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>>49437908
>>49438029
>>
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Guys help. I want to corrupt, or at least put up a decent attempt, my PCs in our Only War game to turn them into traitor guardsmen. Problem is, they're Krieg guardsmen. So the obvious tactics of, say, having them get shelled on purposely without warning or sent off to an obvious suicide mission with little to gain won't work. Doing it via betrayal by the imperium is too tough since they see themselves as disposable.

Context is there is an undivided chaos lord with 50% of the planet he's besieging under his control that's eyeing up the Korps as something he wants on his side that's more useful then squishy cultists or mutants, plus he's just big on turning people to the dark gods. Aside from those disposables he's got plenty of talented if prone to infighting pskers and a minor dark mech forge city. No traitor marine allies although unknown to him the same cannot be said about the dark mechfor Alpharius!
>>
>>49438231
If you wanted them to turn to Chaos you shouldn't have let them play people who want nothing more than to die for the Emperor
>>
>>49429728
Lasguns should work ok so long as you're only fighting guardsman equivalent enemies.

It shouldn't suprise you they don't work on spehyss mahrens/necrons/tanks and the like.
>>
>>49438231

You can't corrupt a player character unless the player is willing. Attempts to force it are, well, CHOO CHOO~!
>>
>>49438231
read >>49438286

Decent options for going down the path of darkness will just be really fucking good roleplay by giving them a really likeable NPC who has, or develops, corrupt tendencies.

Or easier would be to make their commander the corrupt one as they slowly realize their missions only serve to cripple the battle effort and realize that their actions will directly cause the fall of the planet or that they must betray their morally grey leader. Deception is key, bonus if the leader is a likeable NPC.

They won't be forced into anything, but the temptation is great...
>>
>>49438332

They're playing Kriegers. They have no personality to tempt in the first place.
>>
>>49438231
They have emotion inhibitors in their gas masks, so you will have to take those first.
>>
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Based on an Emperor's Will officer laspistol, for an Only War techpriest. Barring the carbine issue (resolved), is... is this legit? I mean, would this actually work as listed on a ballistic mechadendrite?
>>
>>49438286

I did say attempt. I want it to be a viable path rather then just an obstacle to be denied, but I don't NEED them to turn.

I should point out that my idea came before they choose the regiment.

>>49438332

Yeah temptation came up in my mind briefly. I threw out slaaneshi vices because it felt lazy, but Kriegmen have been denied anything resembling personal joy and freedom in their lives, and presenting them with a semblance of such via an adept tempter is likely the best option.
>>
>>49438231

As >>49438277 and >>49438436 said. You'll have to do it the hard way. Have them captured and have the dark admech stick little creatures into their brains to stir up pleasure or desire sectors whenever the opportunity to feel such arises. Then have the chaos lord arrange for them to the back lines where the chaos forces are chilling about and being comradely in their twisted way, maybe even arrange for it to look like the imperial citizens are happier under his rule. Checks for Willpower and corruption aplenty.

Even if it doesn't work, it's still a chilling adventure to put the players through and give them some personal conviction to opposing this enemy.
>>
>>49428883
Either blood of martrys or daemon hunter has one about divination
>>
>>49438654

>mind control the players into doing what you want

okay
>>
>>49438471
I'd not allow a carbine on a ballistic mechadendrite, though that's up your GM (unless you have the Secutor Array Talent, I think). Neither would I give you bonus for either of Custom Grip or Modified Stock, on account of being on a mechadendrite.

You also only gain the bonus damage from Accurate if it's a basic weapon (once again, the carbine thing), or if you have Versatile Shooter.

Arguing realism in 40k is sort of moot a times but how are you going to benefit from a grip when you're not holding the gun? How are you going to brace with your custom stock when you're not using it to brace to begin with?
>>
¡Ey guys!

i need the scenario campaign "The purge of impures" in spanish, someone have it?
>>
>>49435693
Or maybe it's because unless you have been keeping up with the game, you don't even know what a Macroarid Explorer even is?
As you can easily tell from the TT game threads, most people know exactly fuck all about the game's setting roots and history, and almost as little about current releases like Admech and 30k. This is doubly so in the rpg thread, where most people know only what the books say and general snippets.
Also
>hurr homebrew is bad!
Dude, you seriously need to fuck off from gaming forever.
>>
What's most important; attributes, talents or skills?
>>
>>49439548
Equipment
>>
>>49439548
>>49439562
While that's a good tip, I think the guy wants to know how to spend his XP. In DH1 I'd say attributes are the first thing to spend XP on, you absolutely need to get that success rate higher.
>>
>>49439548
Willpower
>>
>>49439548
Loaded question, and not answered in the way you think.
So long as your baseline attributes are all 30+, you can have a functional pc, even ignoring further boosts to them.
Skills, I think, are most important in the long haul. +20 to a skill, with situational bonuses, means you can roll a 60+, which is perfectly fine, really.
Talents serve to make you better at the specialty you have decided on, but aren't actually required at any point. What a lot of people don't realize is that talents are entirely bonus material that allows you to do something WITH NO PENALTY. I have no problems allowing someone to make multiple attacks in a round, but they will have a commensurate penalty to their attacks. The Swift Attack talent allows you to do this with no penalty.
>>
>>49439548
All of the above are useful, but a good skill makes up for a low attribute pretty well. So crank up your skills.
>>
>>49439548
A good way to look at the three is as a general boost in attributes, a specialist boost in skills and as a multiplier in talents.

Taking avoiding damage as an example, if I have a high base agility I will be better at dodging, but the agility also increases my movement speed and can allow me to escape combat by outpacing my enemies, or by using acrobatics to position myself where an opponent cannot harm me. Dumping xp into pure agility gives me options and makes me flexible.

Skills specialise me. If I neglect my base agility and go for advances in the dodge skill I diminish my options of out running and out positioning an enemy in exchange for high likelihood of success in my speciality.

Talents act as multipliers. Ignoring prerequisites for now, if I have a crappy dodge skill and buy step aside it doesn't make much difference. Failing twice is more or less the same as failing once and eating the second attack without a test. Once I have a high dodge chance though the ability to make multiple dodges becomes a pronounced advantage.
>>
Since someone brought them up, how exactly are ballistic mechadendrites useful when admech classes usually start with better weapons and more practical mechadendrites?
>>
>>49444010
I believe you can fire them as a reaction, and you always have a weapon on your person.
Having awesome weapons doesn't always mean you will have them when you need them.
>>
>>49444010
How is being able to hold a melta gun in both hands and an inferno pistol in one not useful?
>>
So my Dark Heresy game went pear shaped. My PC are with some PDF commandos about to breach an underground Nuclear missile command bunker complex. Unknown to them the enemy is not heretic cultists as they thought but a genestealer cult. I was thinking of throwing standard cultists, hybrids, and pure strains at them. Any other cool ideas for a session of pure terror and dungeon crawling?
>We Space Hulk now.
>>
>>49444201
Make genestealers come out of walls and vents behind them.
>>
>>49444242
Oh fuck. Great idea!
>>
>>49444242
>they're comin' out the goddamned walls, man!
>>
>>49444201
Don't show the pure strains.
Hint there they are being tracked. Tell them they here scuttling echoing around them, shadows of movement going around corners.
Have them run into improvised traps.
Pick off a few of the commandos, the floor beneath them falling away to hear a splat below, or screams and gunfire. Pull them thru the ceiling bodily, sometimes only halfway for a headless body to drop back down.
Instill paranoia at every sound, every corner, because, yes, stealers are that damn scary in their turf of choice. Have hybrids use running fallbacks, using corners and hallway intersections as hard points to bloody their noses.
Give the commandos auspexes that are suspiciously similar to motion trackers from Aliens, complete with the distinctive beep-beep noise.
>>
File: xenomorphs.jpg (357KB, 800x1114px) Image search: [Google]
xenomorphs.jpg
357KB, 800x1114px
>>49444351
This guy knows what's up.
>>
>>49444381
It honestly isn't that hard.
Do the players realize that they are in one of THE nightmare scenarios of the setting?
A stealer cult in close quarters?
>>49444201
What edition, and what version of genestealers are you using?
>>
>>49437350
I always imagined it as the Kai Gun honestly, so some kind of Warp-weapon storm boltery thing
>>
>>49444440
DH2E. Idk what stealers to use frankly.
>>
>>49444747
How about the ones from Final Sanction?
>>
>>49444747
Why not the ones right in the series books? Enemies Without page 98.
>>
>>49444747
>>49444790
Do NOT use DH2e stealers.
Seriously, they have durability on par with SM terminators and can delete 3 fully armored pcs a ROUND, almost with impunity. They are at the top of the list of "What the fuck was FFG thinking when they rewrote these".
Unless you want a tpk, use the EW profile for the Patriarch, but not purestrains. Find the ones from DH1e, use those stats.
>>
>>49444827
>TB 9
>Armor 4
>SM terminator
>>
>>49444862
>checks profile again
>mistook wounds for soak
My bad.
>>
>>49444895
It isn't as bad as when 2e first game out and thought the grey knight in core had a TB+armor of 36.
>>
Any recommendations for making pre-made characters for 2e and Only War? Also how difficult is using 1e DH adventures in 2e? Any particular way I should adjust them?
>>
>>49444087

I'm pretty sure OW and DH2 mandated that only laspistols can be installed into those. Could be wrong.
>>
>>49445628
Sadly, no. Any Pistol-class weapon with Compact.
>>
>>49444827
I am aware. I had them fight a hybrid stealer {they thought it was some heretic mutant} (using 2E stealer weapon states and Mook everything else besides a few traits and talents) it straight up killed one of my PC in hand to hand combat in 1 round.
>>
Was catching up on All Guardsmen Party, and I gotta ask:

Anyone got any PC "recruitment" stories? As in, campaigns that started not with the PCs already involved in their respective position but picked up for it at the adventure's end? Or any unusual non-"you meet in a tavern" style entries into the game?

My DH group did a partial version of that. One of the PCs was a nobleborn basically acting as a dept hunter on his planet, who was requested to assist a Munitorum sage with an escort of curiously ununiformed and strange soldiers in figuring out the cause of some faulty shipping record keeping within the planet's PDF. They were of course the other PCs, sent by their inquisitor to track down an influx of small alien organisms being used as a recreational drug that would burrow into creature's brains and stimulate their pleasure centers... and also over time gain influence over the host. After several days of shenanigans and several piles of vomit in room corners, the issues was resolved with an acceptable amount of dead PDF and hive leadership in it's wake, a cover story was created, and the noble was conscripted into the inquisitor's service because of his skills and also because he knew too much.
>>
>>49445036
Nine times outta ten, it just takes adjustments in terms of talents and what they do, or adjusting certain skills as they got deleted or rolled into other, broader skills. Certain traits like Unnatural Toughness might need adjusting too. Make THOSE adjustments and you oughta be alright.
>>
>>49445748
Rending Claws: 1d10+8+Strength Bonus, Pen 5
Special: Razor Sharp (on 3+ Degrees of Succes [DoS] on the atk, penetration is worth 2x)

Holy shit, did player at least tried to parry/dodge?
oh well at least it shows that they need to be cautious in the dungeon. Too bad for dead player though.
I'm curious to how you plan on bringing player back for that session, if you planned to. is he going to replace one of the commandos, or come up as a prisoner within the dungeon, etc?
>>
>>49437908
>>49438029
You sound like a cool GM, with boring players.
>>
>>49445853
My group once had a player joining us several sessions in. He made a Tech Priest, so we found out he worked for the Planetary Governor of the planet we were on as a kind of court mechanic/scientist. He tagged along both in his own professional interest, to do research on the (presumably) corrupted Kroot, and to help the party out as they had no technically gifted individuals.

Same group, same adventure, not many sessions later, the group found a half-crazy hermit psyker/druid in the forest that they brought with them, as he helped them out when his entire village went bat crazy on the group. This was yet another player.

Players kept dropping in and out of this group in a weirdly organic and fitting way. At one point, three of them got left behind on the planet as it was swept up in a full scale Chaos rebellion.
>>
>>49446543
Oh yeah, between the first and the second one, the group also brought along a local Arbitrator from the capitol that got ordered to join the group in investigating rumors of insurrection among the villagers. He was neither very capable, nor popular among his co-workers, which is precisely why he got chosen for the mission.
>>
>>49438231

Idiot. If you want a chaos game you should've started one. Don't try sneaky GM bullshit and try to "convert" the PC's.
>>
>>49438231
You sound like the fucktard who wants to see paladin fall. Also railroad.
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