[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/40krpg/ 40K Roleplay General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 312
Thread images: 34

File: Warhams The RPG (dead).jpg (23KB, 345x146px) Image search: [Google]
Warhams The RPG (dead).jpg
23KB, 345x146px
WRRRRRYYYYY! Edition

Mars Needs Women and The Fringe is Yours got updated.

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.

Not sure between starting Dark Heresy 1e and 2e? Pick 2e.

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! (V1.2.4) (Mechanicus for Only War)
http://www.mediafire.com/file/cjpdi7p1sv1x13l

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

The Fringe is Yours! Relax! Have Fun With It! (V1.8.2) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
http://www.mediafire.com/file/dizuaa2pz2iqi9l

Old thread:
>>49811570
>>
How has your GM proven their hatred of you and everything you do this fine day in the millennium of our Emperor?
>>
Are minor mutations amoung nobles tolerated due to being rich and powerful, or are they under even greater scrutiny because they're supposedly the elite?
>>
>>49856560
The Imperium is a vast place. The answer is "whatever makes for a more interesting character"
>>
>>49856560
They are under greater scrutiny, but due to being rich and powerful they have more ways to evade such scrutiny. occasionaly these ways work, sometimes they don't.
>>
>>49855496
I think I can dob myself in, I introduced my new (entirely new even to the whole 40K universe) players to Attribute damage in almost one of the worst ways possible. Stripped away some 15+ Agi damage, dropped the character into crits with two whacks, and I believe landed on a crit which did some Toughness damage. Icing on the shitcake, then added some Corrosive into the mix (that char was the only one hit by all the Corrosive attacks put out).
>>
File: the chucky of air la.png (454KB, 990x770px) Image search: [Google]
the chucky of air la.png
454KB, 990x770px
>every campaign i play dies because the GM gets a full time job
what do
>>
>>49856864
>GM yourself
>get a core group where someone is always GMing
>>
File: cultcycle.jpg (570KB, 1374x951px) Image search: [Google]
cultcycle.jpg
570KB, 1374x951px
>>49853548
This what you're looking for?
>>
Making a unique, best quality chainsword which is a reference to doom - fun idea or lame idea?
>>
I'm thinking of making a new Genestealer Cult homebrew based n the new fluff and units from their Codex. The DH1 homebrew is pretty nicely made, but increasingly outdated.
>>
>>49856939
should also make a unique, best quality shotgun and heavy plasma gun
>>
Are there rules for imperial motorcycles in only war?
>>
>>49857082
I can't remember offhand, but there are in DH2
>>
>>49855474

The link to Mars Needs Women is dead for me. In the last thread it got updated to 1.2.9.

http://www.mediafire.com/file/qbw0bnnggwfl4mb
>>
>there will never be a Malal splatbook for black crusade
Why even live?
>>
If I wanted to make a Temple Assassin Elite Advance for DH2, how much exp would it be worth and what benefits would it confer?
>>
>>49858217
Homebrew one.
>>
>>49858219
>how much exp would it be worth
A lot. Talking 4 digits+, on top of having some outrageous requirements in Influence, attributes and Talents.
>what benefits would it confer?
The Temple Assassin trait, the gear of the appropriate temple, Peer (Temple Assassins), Scholastic/Forbidden Lores as appropriate, certain talents as delineated by temple.
Spice it up, and make all of the known temples available, rather than the big 4. I think a Vanus temple assassin would be very useful in a DH game, especially if it wasn't combat oriented outright.
>>
File: big-red-nope-button.gif (314KB, 248x200px) Image search: [Google]
big-red-nope-button.gif
314KB, 248x200px
>>49855474
>Dark Eldar vernissage
>Hosted by Dark Eldar art collector
>Master sculptor belong to some Haemonculi something or other.
I was not prepared.
>>
>>49857031
>heavy plasma gun
Ah, yes, this reminds me.
>modified plasma gun to fire on full auto
>"well what's the drawback"
>overheats on an 85
>"not so bad"
>-and explodes with a plasma grenade statline on a 98+

>oh
>>
>>49858217
>>49858509
I think I might actually try this.

I'm pretty shit with rules, so it probably won't be the most balanced thing, but I will probably let you guys look over anything I make if I do go through with it.
I think I'll start just by adding Malal effects to appropriate gifts of the gods.
>>
>>49859188
Do it and post it here. If it's good, we'll celebrate it. If not, we'll fix it. Either way, it will be a thing.

Also

> it probably won't be the most balanced thing

>Black Crusade
>balanced
>>
>>49855474
Worst OP, Mars Needs Women is on 1.2.9
The Fringe is Yours is on 1.8.4
>>
If I made an untouchable sororitas from a daemon world could I start with a rank in psyniscience, insanity points, and be eligible for the sister of battle special talents?
>>
>>49859767
RaW, yes.

But I'd fucking slap you.
>>
>>49859866
I just want to be a lean, mean, witch hunting machine
>>
>>49859866
Can't argue with dubs.
>>
>>49859939
You are a fucking double-heretic walking impurity asking for a healthy dose of fire.
>>
>>49859767
>>49859866
I should re-iterate, I could see something like a Blank cleric from a daemon world work. But you get no Psyniscience and no Faith powers, 'cause you're a soulless bastard.

That's if I'd allow blanks at all.
>>
So, I've got an Ork in my Rogue Trader game. He's one of the few guys I know who I think can actually RP an ork so it should be fun. The Unnatural Toughness trait is (IMO) a bit over the top - especially since he's starting with 50 toughness anyway. Should I use the version found in DH2 instead?
>>
>>49861438

No, it's fine.
>>
Malanon here, finally started getting to work on Malal's gifts.

Before I continue though, I would like to get your consensus on some things.
I was hoping to try and expand on Malal to make him (or potentially her) more then just "kills other heretics", both for variation in themes and to make Malal aligned cultists easier to put into a game without causing drama.

First off, would it be a good idea to make Malal's main emotion be "hatred", differentiated from anger? I'm also having trouble thinking of an appropriate positive emotion for it to represent; the best I could think of was "motivation" or "industriousness", which kind of seems like it's treading on Nurgle's thing.

Also, should insects be Malal's "chosen animal", or is that once again intruding on Nurgle?
>>
>>49857092
Sweet. Gotta look up where they are
>>
>>49861647
This thread has some decent wordbuilding ideas for Malal http://suptg.thisisnotatrueending.com/archive/39054250/

I think hatred and spite is fine has his main thing, Malal is chaos within chaos, and I think Malal's positive spin could be he represents freedom and individuality. That explains why he has so few champions in comparison to the other god's, and why they go about as lone operatives rather then cults. Malal despises everything that would subjugate him and his own, and you must be truly mad to think the individual matters in the massive scale of the galaxy.

I think insects are fine so long as they aren't associated with rot or diseases, though I think you could also go with draconic/reptile theme.
>>
Any advice for running an Ordo Malleus campaign in 2e? I really want to run a kind of orthodox mission that really hits those 40k themes hard to give my players a strong impression of what this universe is
>>
>>49862174
Here's a checklist for you.

>Chaos is not standardized in any way - order is anathema, consistency a joke. There will be Bloodletters capable of Tactical Genius, there will be Horrors that do more than gibber and throw fire, and there will be Slaaneshi daemons who seduce with promises of power.

>Daemons are weird and esoteric. I cite some examples from Deathwatch: Mark of the Xenos, Disciples of the Dark Gods, and Creatures Anathema in Dark Heresy 1e - Assessors of the Black Tontine, the Murder Room, the Vile Savants, and Irradial Cogitators. All have unique, interesting forms of operating and do things that generally fall outside the remit of most generic Chaos daemons. Get weird, fantastical, and creative, but keep it sinister and dangerous as fuck.

>The Warp is madness incarnate. Inflict Insanity and Corruption on a semi-regular basis in small doses.

>Chaos relics and artifacts will do odd things. A book will appear to be written in nonsensical gibberish until certain conditions are met. The weapon of a Chaos champion, even if it's NOT the vessel for a daemon, will cause the wielder to behave in certain ways in combat. Computers with a daemonic computer virus will do certain things like pillage the data-stacks of every terminal in a five mile radius regardless of whether or not the wifi connection is up. A simple iron key could unlock any door.

>Daemons are not goon squads meant to die horribly. That's the cultists' jobs.

>Cultists are also extremely dangerous. Especially the smart ones or the cult leaders who plan to summon a bunch of daemons for something in particular. Give the humans in the equation a chance to shine as real villains.

>Take it slow. Smaller, individual standalone adventures that deal with a broad variety of topics and enemy types. Then you slowly delve into a series of connected investigations to Save The Fucking World.
>>
>>49862504
I was thinking of starting off with a possession, but the idea of a daemonic room or virus is also intriguing. Any advice on that location.
>>
>>49863005
I will simply point you to Disciples of the Dark Gods.

Best supplement ever for 1st edition. Just set your game in the Calixis Sector and use 2e mechanics. Best game.
>>
I am making my first character in Black Crusade, when it has special class focused traits, like the space marine apecial organs or the heretek special implants, do you choose one, get all of them, or what? Also, my stat rolls gave my heretek a WS of 40, an agility of 40, and a toughness of 40. My fellowship is a solid 29 though. I guess I will be a choppy sort of heretek.
>>
File: Laughing Pope Francis.jpg (242KB, 700x504px) Image search: [Google]
Laughing Pope Francis.jpg
242KB, 700x504px
>>49856915

>Genestealers evolve into trucks
>>
>>49863194
>do you choose one, get all of them, or what?

If you pick a Chaos Marine, you get all the special organs.

If you pick a heretek, you get everything listed in the Mechanicus Implants trait.

If you're playing a heretek, you want to prioritize Intelligence and Int-related skills like lore and utility skills. For science.
>>
>>49863076
Good suggestion, I also fucking LOVE Disciples of the Dark Gods.

Edge of the Abyss for Rogue Trader is also a close contender.
>>
>>49863381
Disciples of the Dark Gods, Radical's Handbook, and choice bits of lore from across the rest of the game line make DH1E solid material for any game.

The entire Calixis Sector 'mythos' is fucking rad, honestly. I'm about to run a Rogue Trader game set on the Spinward Front..

My players read this thread, so I'm not going to say what they're walking into, but it's making me do my evil GM laugh.
>>
So my group just sold their Colony to Jonquin Saul for a great deal above its price, which is understandable as it has significant untapped Archeotech deposits.

Only to find out he bought it to deprive his enemy, and the group's ally Sarvus Trask of his primary agri-world for his prospective Space Station. They then reneged on their deal with Trask to cooperate in conquering, and salvaging a Pirate Fleet and contracted with Saul instead.

Only for Trask to meet with them on Footfall, and their consciences to get the better of them, instead agreeing to break contract with Saul. Ambush the escort he was sending with them, conquer the Pirate themselves, then turn their new resources to reclaiming their sold Colony, and claiming the good two-shoes Saul's investments in the Expanse.

Their first step on the road to Piracy and Heresy.
>>
>>49863554
This isn't quite magnificent bastardry, or even really heresy and piracy.

This is just high-stakes trading and corporate warfare on the frontier. Fuck knows nobody back in the Calixis Sector is gonna give a fuck about three Rogue Traders dicking each-other over, and they all just kinda blundered into it.
>>
>>49863635
You're right, it isn't that impressive normally...
But for my group of shitheads, it is.
>>
File: 1473887405449.jpg (35KB, 571x515px) Image search: [Google]
1473887405449.jpg
35KB, 571x515px
>>49863719
Pray they keep it up, bro.

That moment when your players stop being shitheads and get shit done in a way that makes you marvel at them, and you have just that fleeting moment of hope as you realize these dumb fucks know EXACTLY what they're doing for once makes every game it happens in completely worth it.

This wasn't quite that caliber from the sound of it, but it might not be far off.
>>
>>49863249
Thank you anon! I got a 38 in int so thats something. Should I use my reroll for that? I am new to the system.
>>
>>49863893
>38 in Int
>40 in WS, Toughness, and Agility

Man, you have a great stat spread so far. At this point, you could play fucking anything. Use your reroll for your lowest stat or don't use it at all. From the look of it you're in a good position.

Hereteks don't need to be 100% dedicated to Evil Science, because of the way the system's level-up mechanics work, but trust me, your character is probably the smartest guy in the room at any given time. Pump Int higher and go for Int skills to start with. He's a heretek, he should act the part at least that far.
>>
>>49863970
Well that sounds damn nice then! I am pretty new to actually playing PnP games, but I have been reading /tg/ for a good few years now. I am excited as hell to play. As for my re-roll, I don't really want to ruin the heretek feel by trying to boost his fellowship.
>>
>>49864135
Pro-tips for the 40k RPGs.

>You are squishy. No, I don't care if you're some big Chaos badass - you are squishy. Take cover in a fight, get decent armor, and coordinate with the rest of the party in combat. If you're melee-oriented, make your approach carefully so you can Rip and Tear. Use the environment to your advantage.

>You are the Bad Guys in Black Crusade. Even if you're against the Imperium (which makes for a great antagonist), you are the Bad Guys.

>Because you are the bad guys, you should anticipate Sudden But Inevitable Betrayals from the rest of the party and be ready to pull it yourself.

>Be wary of being That Guy.

>Talk to the GM about personal goals for your character, especially if you guys use the Compact system included in the core rulebook.

>Use the Compact system included in the core rulebook.
>>
Malanon here.

What should I call Malal's daemons?
Hook Horror isn't a good name for the minor daemons, since Tzeench's minors are called Horrors as well.
>>
>>49864318
Thanks for the tips. I will do my best to be a good bad guy.
>>
>>49864592
Malicious Specters.
>>
Had my first IRL 40K game in a year. DH2E, running one of the DH1E premades. Had to end session right before combat started, the Acolytes blundered right into something funky, and the corrupt cops are looking to take them out. I'm very interested with seeing how they do in the next section, but I have to wait a whole week. DOW3 and Deathwing still aren't out, how do I slake my 40K thirst in the meantime?
>>
>>49864593
Oh, and just to check, would my heretek be getting a regular power axe, or the fallen magos poweraxe?
>>
>>49864775
Regular power axe.

>>49864735
Plan and think of fun ways for the corrupt cops to fight them. Make the fight interesting.
>>
>>49864775
Is waiting for a post on tg that much easier than reading what's written in the fucking book?
>>
>>49864857
well

yes
>>
>>49864857
>>49864881
More importantly, he's a self-admitted new player who don't know the differences or distinctions yet.

So it's a safe bet this was a legitimate question borne out of ignorance.
>>
>>49864857
I am making a fallen magos. He gets a power axe. This makes me wonder if it would indeed be a fallen magos power axe. The book is also often vague, and is full of typos and in at least one spot the ink didn't get onto the paper, as there are half printed words in my copy. So I just thought I would ask.
>>
>>49865140
Okay, fair enough. Sorry, we had a few threads a while back where people kept asking for basic elements of the rules to be spelled out for them.
>>
File: image.jpg (158KB, 403x600px) Image search: [Google]
image.jpg
158KB, 403x600px
>>49864823
Well, I might farm that out to /tg/, small unit tactics not being one of my fortes. Also, I'm constrained by not wanting to murder the PCs just yet, since this is their first game with me. Though it would be nice to impress upon them the high lethality of the system.

if you're in Riverside, stop reading this, unless you want to be spoiled. But they unwittingly walked directly into the nest of heresy while asking questions. One of the enemy showed them around a little of the compound while the compromised cops got called in. Now there's a squad of police on the ground floor, the PC's are on the staircase to the second floor, and unbeknownst to them the third floor is where the real monsters are hiding.

My guess is the cops would try to bottle them up, but I'm pretty sure the PCs are going to try to close the distance and deal with the immediate threat. My main concern is they'll emerge wounded yet victorious from this, and immediately set about exploring the rest of this place now that they have the scent of blood, and be in no fit state to handle the horrors that are still in the shadows for the moment, yet I don't want to pull punches in the current encounter either. Any advice?
>>
>>49865333
Is this all based on Edge of Darkness, anon? Or am I remembering the wrong adventure?
>>
>>49865346
Phoneposting so I'm away from my stuff, but I believe that's the name. The DH1 intro adventure that isn't the Mines, Harlock, or the Black Sepulchure.
>>
>>49865382
Yeah, that's Edge of Darkness.

OK, here's whatcha do.

One, the cops take a sneaky approach - nice and stealthy as they make their way up top.

The heretics let the monsters loose at the same time.

Put the PCs in a position where they can bloody the bad guys' noses, and are also forced by common sense into a tactical withdrawal (unless they have the sheer luck, balls, and skill to fight it out and win).

The district gets locked down, and the PCs are forced to go to ground and figure out a Plan B. They'll have the trail, they'll be tracked by the bad guys, but they'll have something of note.
>>
>>49865271
Not a problem at all. I have been lurking this thread for a few weeks, and I remember wondering if all of those questions would really be needed. Now that I have a copy, I see that a lot of them aren't. I will keep making sure I need to ask before I do.
>>
As the Navigator for a RT game, I rolled 41 Weapon Skill and 41 Agility. After going through the origin path, I also have 50 Strength and 50 Toughness. I additionally received Fear (1) and Regeneration from my initial Navigator mutations, along with maximized wounds and a fucking 10 on my Fate roll, meaning 4 Fate points.

What should I do?
>>
File: image.jpg (172KB, 960x713px) Image search: [Google]
image.jpg
172KB, 960x713px
>>49865426
Thanks Anon! Though I may have fucked that up.

As we left, the Adept leading the PCs around yelled "Take them out!" Before diving behind hard cover. Initiatives are gonna be rolled at the start of next session. Though since the cops and Adepts are professionals and not die hard fanatics, once the fight goes against them, maybe they should withdraw.

That way, maybe the PC's get the chance to go to ground and regroup, before things get !!FUN!! around there. I like the idea of trapping them but A: I don't want to burn fate points in the first adventure, B: Judging from how they were talking, I think they're going to smoke and charge, denying the cops their ranged advantage.
>>
>>49856883
That's my group.
Anyone in my group is always happy to run a game if someone is unavailable.
>>
File: bone desert.jpg (321KB, 2000x2620px) Image search: [Google]
bone desert.jpg
321KB, 2000x2620px
>>49856560
It is widely speculated that many of the noble houses of Necromunda contain mutants. There are even rumours that Lord Helmawr, the planetary governor, is a mutant, though it is something he would have to hide very carefully.
In general, there's a lot of fluff that explicitly references the *possibility* of nobles hiding their mutations, and using influence or outright murder to keep it hidden.
Noble-born psykers aren't unheard of, but they're generally regarded as an embarassment to the family. When you keep in mind how important eugenics is to a noble house, having the proven possibility of giving birth to a psyker is something that will smash your chances for a good marriage.
>>49861438
Nah. Remember that as Ork he probably won't be wearing much armor unless he gets it Kustom Made.
Also, he's an Ork. He's gonna have plenty of problems balancing how rad he is.
>>49856939
Fun idea. Doomguy's already basically a 40k character.
>>
>>49865572
Get a very expensive and very flashy melee weapon, and beat enemies to a pulp with a side dish of Lidless Stare tovent the boredom and frustration of Navigator duty
>>
>>49865683

That's what I was thinking. I like the idea if a big, thuggish Navigator in contrast to the emaciated skeletal fishmen you usually see.

Should I focus on Lidless Gaze? I picked up Stack the Deck and was going to use my other power to get Held in my Gaze, maybe try and get a Null Rod to really make psykers' lives miserable. Do you think it's better toinvest in pumping up Lidless instead, though?

I should note that as a Renegade House I was planning to use one of the +10/-10 modifiers on it.
>>
>>49865572
Get a mask and heavy clothing to hide the horrific mutations.

Then get a hatchet and run around like a fucking maniac high on gunpowder.
>>
>>49865985

Well, the GM granted us some pressure carapace from the get-go. I figure between that and a metal mask or possibly a respirator, I'd wind up looking more like the Rogue Trader's bodyguard than his Navigator. Nice bit of misdirection.

Think the Fear (1) will be useful in combat at all, or is it too weak to be much good for anything other than an arguable Intimidate bonus?
>>
As a new GM, I want to know if you make NPC party members a character sheet? I have a smaller than average group, and they aren't able to do it all. Should I just make basic npcs to do the things for them, or a fully done character? I don't want some bullshit team leader dmpc, but if none of them want to be the tech priest or similar guy, should I make a trch priest to follow their orders?
>>
>>49866085
Most enemies have average to mediocre Willpower. Fear can really screw the opposition up on turn 1.
>>
>>49866085
Downside: If I'm not mistaken, it hurts the other PCs too.
>>
http://pastebin.com/wVT1Pd3B

Malanon here, finished up the first set of stuff for the Malal homebrew. finished up every Gift of the Gods, plus some baseline fluff.

This is my first time making any kind of serious homebrew, so be sure to tell me if my rules or my writing needs work.
>>
>>49864318

>You are the Bad Guys in Black Crusade.

Sigh... did you even read the book?

Chaos isn't evil. It is merely honest with itself in the face of reality.
>>
how would the mighty S:D be modeled in DH or OW?

i was thinking of having my players sneak in and disable a necron pylon so the main force wont be melted
>>
File: Viper.jpg (32KB, 599x583px) Image search: [Google]
Viper.jpg
32KB, 599x583px
>>49866550
>Sigh...
>>
>>49866555
>S:D
Wot?
>>
>>49866550
Bro, what you're describing is their perspective. You can't really argue that Chaos isn't evil when they're going around destroying what they're destroying.

Am I arguing that the Imperium is much better? Honestly, it depends very much so on the world in question. But what Chaos does is pretty fucking cruel and evil.

They're the bad guys. Yeah, from their perspective, they're doing the right thing. But from a meta perspective, from the perspective of the universe acting in response to them, PCs from Black Crusade are the bad guys.
>>
So speaking as someone new to 40k, what exactly is the difference between the Ordo Hereticus and the Ordo Malleus aside from one really wishing they were in WH Fantasy and the other really wishing they were space marines? Seems like purposewise they do the same thing.
>>
>>49866599
One is with heretical cults and such, the other is with full-blown daemons and big cults. The former tries to prevent the latter from having to be called in.
>>
>>49866574

Strength D.

Usually about 10d10+20 for the volcano cannon.
>>
>>49866599
Ordo Hereticus pursues heretics, mutants, and witches. Minor cults. Things like that.

Ordo Malleus tackles deamons and world-ending cults.

These are very different environments.
>>
>>49866599
They don't.

Malleus deals specifically with daemons and Chaos cults.

Ordo Hereticus deals with mutants, unsanctioned psykers, non-Chaos cults, and other renegades, as well as hereteks when there's overlap between the heretek's work and regular heresy (which gets on the Mechanicus' nerves a lot, leading to fucktons of fights and arguments).

There's overlap between psykers and daemons, and mutants and daemons, and Chaos cults and psykers, and mutants, and heretics, and xenos, and monsters and zealots and heretics and monsters and xenos and zealots and heretics and xenos and mutants and zealots and heretics and monsters and mutants and zealots and heretics and mutants and zealots and heretics and xenos and monsters and zealots and monsters and xenos and zealots and heretics.

But it's not the same thing.
>>
>>49866636
Ok, I thought it was talking about a unit or something.
>>
>>49866619
Plus, there are plenty of heretics and traitors who have nothing to do with Chaos.
>>
>>49866418

So does Lidless Stare, though. Since I'll probably be trying to position myself to use that effectively without exposing my allies, the Fear (1) is just icing on the cake and an additional "fuck you" for anyone who survives my eyebeam.
>>
>>49866599

Hereticus isn't always about Chaos. Unapproved deviant sects of the Eccisliarchy, excessively corrupt Imperial organizations, Severan-wannabes, etc, that ordo more then the rest is about judging the gears of the Imperium itself and keeping them in line with the Emperor's vision.
>>
The errata for DH1 states: "maximum [range] is ABOVE four times [the effective range]". The errata technically removes the sentence that said "Weapons cannot be fired at targets more than four times their range distance." So, I'm probably just overthinking this, but is there a rule somewhere that states that you CAN shoot beyond "maximum" range with a given penalty (like -60 or whatever)? Or is it really a hard set maximum range/instant fail/GM's judgement thing?
>>
Is there a downside to the Laser Cannon aside from single shot? 5d10+10 with 10 pen is fucking ridiculous
>>
>>49866418
Only the first time. Once your allies are accustomed to how horribly ugly you are, it shouldn't faze them.
>>
>>49866751
Weight and low ammo.
>>
>>49866749
No. Yes, hard set. Psychic powers are even more limited as the vast majority can only be used within their range.
>>
>>49866751
Weight which gets even crazier when you need an E-Web-style power pack the size of a large dog to get more than a couple of shots out of it.

Think of it this way: it's a WW2-style anti-tank gun. It needs a carriage or a crew or, in 40k style, a Sentinel or post-human super-soldier to carry it.
>>
>>49866864
Or an ogryn. SB 6+TB 6+Brute of Burden talent = 900kg carrying weight
>>
>>49866892
That'll do it.

Although Ogryns need to wield weapons with the Ogryn-Proof quality.

Unless you take that one absurd Advanced Specialty for Ogryn from Shield of Humanity that allows you to not be picky.
>>
>>49866919
You could also just have the Ogryn carry the extra ammo.
>>
>>49866927
The weapon is going to be heavier than its ammo, the ammo is just going to add to overall weight. If you want an Ogryn carrying ammo that's fine, but you still need a crew or carriage for the weapon itself.
>>
>>49866927
Let the little guy operate the weapon and let the Ogryn haul the heavy shit. I like the way you think, anon.

>"Alright, big guy! Load the next one!"
>"Shurr, boss. Loadin'."
>"Target marked. Firing."
>enemy tank explodes
>"Blew up real gud, boss."
>"Sure is pretty, big guy. Alright, load the next one."
>>
>>49867002

Mount the cannon on the Ogryn's back and tell him to lie down on his stomach when you want to fire it.
>>
>>49867041
>Mount the Ogryn fire it
>>
>>49867041
Or play a Ratling and sit in an armored basket on the Ogryn's back with a mounted Lascannon, blasting the shit out of tanks from afar while your big, dumb friend shoots the face off of anything closer with his Ripper Gun.
>>
>>49867250
with his autocannon.*
>>
>>49867250
>Master Blaster buddy team-up build

I love it.
>>
>>49857082
Yep; the Game Master's Kit has em for some native guys.
Want a cap?
>>
Which game has the best stats for tyranid enemies? I'm running Black Crusade and the player warband is about to stumble upon a genestealer cult hidden within an Imperial hive they've 90% conquered... and there's a splinter fleet just weeks away from planetfall.

Heard BC's version is very overpowered/badly statted. Or was it Necrons?
>>
I'm going to be having my group face off against some hostile Eldar (probably corsairs) aboard an abandoned space station. Does anyone have some good artwork or images of something I could use as an Eldar shuttle?

Most of the stuff I've found online so far are either not-void sealed, or are fighters and would have too small of a crew.
>>
File: Necron weapons.png (801KB, 1004x882px) Image search: [Google]
Necron weapons.png
801KB, 1004x882px
>>49867848
Deathwatch is the only line that has tyrannids beyond genestealers and lictors statted.

It was Necrons.
>>
>>49868010
Oh wait, there are other tyrannids statted in other lines, but they're all in premade adventures.
>>
>>49868010
>>49868053

Will look into. For houseruled hybrids what do you all think would be good traits? Beyond the obvious multiple arms.
>>
>>49868292
Depends on which generation, though can't go wrong with using a full genestealer as a base and lowering it's stats towards human levels.
>>
>>49868010
Lovin' the Warscythe capable of one-shotting SMs with ease.
>>
>>49869219
And that is without factoring in the 11 SB a necron wielding it would have.
>>
So, I'm fluffing out a world that's basically what a Paranoia and Gone With The Blastwave crossover would look like.

>3 or 4 Orwellian hellhole nations where the military-industrial complex has long since gone feral and out of control, most of the planet is either a post-post-apocalypse hellscape or moar fortifications
>All of the nations are basically indistinguishable from each other, and yet hold that they (and whoever they're allied with this year) are the only Imperial loyalists on the planet and the other nations are traitors/mutants/heretics/xenos/other/delete as appropriate.
>Constant propaganda from birth till disposal
>A society locked into a gleeful civil war that will never, ever end, and which the leaders of each nation have a vested interest in seeing continue forever
>The only people not involved in the war effort in some way are Imperial citizens (Who are practically worshiped) and deserter colonies (Who get blown up a lot)

Basically, I have a handful of stumbling blocks for this world. What reason would the Imperium have to allow or even support the civil war? How would such societies sustain themselves? How would the Imperium/the nations maintain the transparent illusion the propaganda paints?
>>
>>49869791
So it is like if Krieg was 4 nations and they still fought each other?
>>
>>49869853
As much as Krieg comparisons are inevitable with any post-apocalyptic war world, not really. I mean, Krieg lacks the Orwellian angle, and this world lacks Krieg's obsession with atonement and self-punishment.

Kriegers are all about "I must make war to atone for the sins of my ancestors and mutilate my body and mind as punishment for same." These guys are more "War is literally the only thing I have ever known, therefore, I will commit ultraviolence in the name of Our Glorious Leader The God-Emperor Of Mankind! Hooray!"
>>
>>49869791
Basically? As long as the tithe is paid, the Imperium doesn't give a fuck.

Somehow, this planet and each individual nation on it has figured out a way to pay its part of the Imperial tithe in spite of the Forever War.

So long as it's paid the Imperium is content to let the matter be. Nobody's seceding, and they're paying what they owe.

All other factors are secondary as far as the wider galaxy is concerned.

The societies in question may have the agricultural markets be a component of the ongoing military-industrial complex. Prepackaged food, imported metals and materials from offworld, and they turn those into guns and ammo that make up their part of the tithe (plus manpower for the Guard).

The wider Imperium cares not. Propaganda machines in the individual states may have other concerns they deal with, but the wider Imperium couldn't care less about the state of things.
>>
>>49870076

Plus the constant meat grinder might mean they're turning out pretty good soldiers for the IG. Ones who have already seen actual war, rather than civilian uprisings or training exercises.
>>
>>49870202
Yeah. It's actually been highlighted in the lore. The vast majority of planets who turn out quality IG regiments see war frequently on their homeworld or in their surrounding immediate region.

A planet like this would be turning out some very good soldiers. You'd just need to keep the new regiments from different states independent of each-other.
>>
Did we ever find out what the Tyrant Star was?
>>
>>49870310
No.

Although we know that the Haarlock Dynasty was always aware of it and had an idea of what it could do as far back as M40. Some kind of connection to the Hyades Locks (Radical's Handbook) may also be relevant, but that was obviously an undeveloped plot hook for GMs.
>>
>>49870310
It's solidly in the "Weird Unexplained Shit" category, together with the Yu'Vath, the Rak'Gol and the negative spacetime weirdness that is the Hadex Anomaly.

Though they all make nice plot points because as a GM you can make up whatever the fuck you want.

I'm gonna make the Hadex Anomaly essentially a side-effect of locking away a large shard of the Nightbringer beyond time, fucking shit over in the process.
>>
>>49870263

Might provide an excuse for why the Imperium lets the war keep going. Hell, it might even be structured that way - the higher-ups of the warring nations are all instructed to keep the fighting going indefinitely, to ensure that the planet keeps churning out more and more good soldiers.

Alternatively, shipping all their best fighters off-planet means that most of their battles consist of green recruits, preventing any side from really getting anywhere.
>>
>>49870601
Probably both.

>>49870594
The Yu'vath are explained and to a lesser extent, so are the Rak'Gol.

The Hadex Anomaly isn't, and we don't know shit about where the Rak'Gol came from, what they're after, or why. But we don't know shit about the Egarian Dominion in the Koronus Expanse, the Jericho-Maw Warp Gate, the Omega Vault in Watch-Fortress Erioch, the Dark Pattern, the Conclave of Tears, or what the Children of Thorns are looking for on the Spinward Front.

GMs of this thread: Pick a random unexplained Bigass Plot Hook or Big Mystery, and produce an answer to it that ties it to another mystery or big plot hook that is seemingly unrelated. Explain how you tie them together, and why.


Hard Mode: Write a barebones adventure concept around the premise.
>>
Are the pre-written rogue trader adventures any good?
>>
>>49870667
>the Omega Vault in Watch-Fortress Erioch
Didn't the new Deathwatch Codex say that it was empty, and the Deathwatch used it to troll a bunch of Eldar into a suicide mission?

>the Dark Pattern, the Conclave of Tears
What are these, and which books are they from?

>the Jericho-Maw Warp Gate
Isn't it just an excuse for creating a connection between the far-Galactic North Calixis Sector and the far Galactic East, so that they could have Space Marines fight Tau and Tyrannids?
>>
The other day I almost got my heretic killed.

I also gained the eternal emnity of a chapter (enemy trait) because the best quality power sword with a storm field I looted off that downed spess mahreen captain turned out to be a relic of their chapter or something.

Berzerker or not, I probably shouldn't have charged an entire space marine command squad, that chaplain nearly caved my fukken head in, I did get to gut a librarian though so brownie points there.
>>
>>49872119
>Are the pre-written rogue trader adventures any good?

Lure of the Expanse is pretty good; most of the adventure is designed as an excuse to get the players to go roaming a bunch of different planets and have adventures on each of them; you can easily adapt it to include other worlds you want the PCs to visit as well as having a lot of useful setting information. It really reinforces the Rogue Trader theme of space adventure and wealth. If the party does really well, though, and they've got a good ship, it's entirely possible for them to walk away from the adventure with something like 35-40 points of Profit Factor, along with a salvaged battleship (which has no ship combat stats), a pile of ships looted from opposition Rogue Traders and/or space pirates, and a pile of unique archeotech gear.

The adventure in the back of Faith and Coin is a lot similar, in that it acts as an excuse for the PCs to roam around interacting with various religious cults in the Koronus Expanse that were detailed elsewhere in the book, but it focuses a lot on the world at the end.

Other adventures that include a lot of useful setting information include the Citadel of Skulls (the second Warpstorm adventure) which details Iniquity, and the adventure itself can likely be adapted for any sort of crusade or expedition against the Chaos raiders of that world.

Other adventures are somewhat less universally adaptable (Warpstorm 3 is probably the worst in that regard, but it includes the stats for Karren Vall and his ship, so YMMV), but you could adapt a lot of the Frozen Reaches for other "We're being attacked by Orks!" adventures. The adventures in the corebook, GM Kit, and Edge of the Abyss are all largely interchangable, IIRC, basically all being variations on "the PCs visit world, find crystalline ruins, deal with ancient xenos machine strangeness". The Soul Reaver is basically entirely focused on the Dark Eldar, and their outpost-world in the Webway near the Calixis Sector.
>>
>>49866241
>As a new GM, I want to know if you make NPC party members a character sheet?

Fuck no. My NPCs are lucky to have names. For example, in my RT game no-one playing a navigator. That means that the Navigator's section of the ship his his sovereign domain an that while obedient to the RT's orders not even the RT may enter without permission. He has a name and a House and when he eventually makes a physical appearance he'll have a mutation or two, but he doesn't have a single stat. He succeeds or fails on all navigation rolls as I feel would make the game more fun.

Have things been going too smoothly? Time for a bad translation to the warp.
>>
What would be a general description of Psyker Levels?

For Example,
PR 1: Untrained Psyker
PR 2: Trained (Sanctioned Psyker)
PR ? : Alpha Level Psyker
ect...

I'm basically interested in how to describe the Psyker potential of my character. He's about to be PR3, so what would be a good way to describe this?
>>
>>49872587
Hah, fair enough. Its just that I have literally two guys playing, and they are new and bad at things as well as not being able to do tech shit. So I was considering making the tech priests a bit more than a wimpy can opener on legs.
>>
>>49868010

Aren't the tyranids in DW overstatted/balanced for a higher power level? Dunno if they can be straight inserted into BC.
>>
>>49873030
Just be careful that you don't wind up overshadowing them with your DMPC. The various Tech Priest careers are inevitably one of the strongest ones in the game.
>>
In a scenario like the one you describe, I would run the skill of the engine-seers as entirely biased on your characters ability to Command them.

Was the command test successful? Then the engine-seers efforts achieve the same level of success. Keep it quick and dirty and keep the focus on the players.
>>
>>49873318
I am worried about that myself. I am going to make him an absolute minnion personality wise, which should help I think. And then keeping it weak where they are strong is on the list. I want them to have a bit of help when they need it, but I don't wany them being led around by a god tier npc.
>>
>>49873321
was meant to reply to
>>49873030

doh
>>
New thoughts! I have Audible credits! What do you guys recommend for inspiration to Rogue Trader GMs?
>>
>>49872168

Wrong vault. And the Conclave of Tears is Outer Reach. It's an Inquisition-Eldar - Dark Eldar alliance vs Necrons.
>>
>>49873802
>Dark Eldar allying with Inquisition

the fuck fanfiction is FFG spewing now
>>
>>49866445
Looks good. No issue that I can see in one read.
>>
>>49863220
>Shas
Earthshakers still different, concussive (5) and concussive (3)
>>
>>49873876
Better shit than GW writes.
>>
Is there ANY reason to keep a Chaos Spawn alive and around?

Unless you're in the lower vortex it just seems like a lot of work for a rather small payoff.
>>
>>49869791
Pre-trained Guard regiments. When the tithe comes, the nations provide their best regiments and equipped soldiers, who as long as they're not sent to the same warzone, are damn effective at urban combat and pretty hard indoctrinated into the Imperial Cult.
>>
>>49875143
>>49869791
Alternatively, the nation currently "winning" the war is always the one that proclaims itself the True Representative of the Imperium, meaning they provide the current regiment(s) to be tithed, which in turn deprives them of their most experienced armies, which usually results in another nation gaining traction and proclaiming itself the True Representative just in time for the next army tithe...
>>
File: cultist.jpg (117KB, 942x848px) Image search: [Google]
cultist.jpg
117KB, 942x848px
>>49873876
Dark Eldar absolutely fight as mercenaries and make casual alliances with anyone and everyone, only to inevitably betray them... or not. Whichever is funnier.
A Radical Inquisitor would absolutely use Dark Eldar to their own ends.
>>49875123
They're about animal-level intelligence sometimes, right? You just sort of goad them into following you around. Some of them still retain vague memories of loyalty. 3.5 Chaos Codex said that sometimes Chaos Lords keep their old friends who have become spawn around as pets and attack dogs. And their enemies who have become spawn, too.
>>
>>49875845
>3.5 Chaos Codex said that sometimes Chaos Lords keep their old friends who have become spawn around as pets and attack dogs.
Given that Spawning is a textbook fate worse than death, personally, I'd kill spawned friends and only use spawned enemies.
>>
File: 1296953033022.jpg (127KB, 629x443px) Image search: [Google]
1296953033022.jpg
127KB, 629x443px
okay question which imperial weaponry would work without supply lines (stranded on a feral world with no technology) so far id say lasguns and e weapons work. friend of mine says plasma weapons would also work since the magazine replenishes itself.
what about space marine power armor if i am right their power module runs for a very long time. also would a space marine las cannon still work ? not sure about these and our group is really torn about this (i do not consider maintenance in this scenario)
>>
>>49875972
But plasma flasks don't replenish themselves, anon.
>>
>>49875983
see thats exactly why i am asking here. i'd say they need ammo the same way a melta would.
>>
File: 1474494385726.png (24KB, 1000x731px) Image search: [Google]
1474494385726.png
24KB, 1000x731px
>>49875950
I dunno, I always liked the bit in one of the old Warhammer Chaos books about a spawned-champion's old tribe keeping him in a cave and feeding and protecting him as a holy creature. It's still a horrible fate to suffer, but you can see how people might keep them around out of sentiment/loyalty.
Plus, Chaos Marines are very weird dudes. Obsessively keeping your spawn-friend alive in hopes of finding a way to bring them back seems like something the crazier ones would do.
>>49875972
Space Marine armor is supposed to run for literally years. One of their main jobs in oldfluff was establishing a toe-hold on a planet and waiting for the Guard to arrive to begin the conquest, a process that could take a veeeeery long time.
>>
>>49875972
Las weapons in general are easy to supply ammo for, and the packs are rechargeable, even if you have to resort to hillbilly methods like leaving them in the sun all day, it you have a techpriest onhand and some raw materials, you can probably supply stubbers and the like, anything more fancy than that is difficult to supply, plasma does not replenish itself, it uses catridges of ionized gas.

Space marine power armour can function indefinitely IF it is full working condition, in the black crusade core book it states a suit of PA that doesn't have the super fancy backpack power supply due to damage or neglect (or being pieced together from 6 damaged suits like chaos power armour tends to be) needs a recharge every 24 hours.
>>
>>49875972
>>49876043
If they have a portable power generator ("Portable" here meaning that, with techpriest supervision, it can be disassembled with about 10 man-hours of work, and transported in a standard truck), it might be able to produce small amounts of plasma to refuel plasma flasks, in limited amounts. Otherwise, no to plasma.
So they're basically stuck with lasguns unless they can locate a source of sulfur and iron, and start farming saltpeter and charcoal so they can make boolits.
>>
>>49855474
Hey /40krpg/ my player needs help:

He wants to play a sister of battle based on korra from avatar. How should he play her? How as a GM should I handle her order? I never saw avatar. Here are the stats he rolled on the 1d4chan

> Order of Ebon Chalice
>Counter
>Pride in our colors
>Relic keepers
> Seraphim Commander is a figure of legend
>figure of legend slew a daemon prince
>Feral Ocean World
> No influence over the world
> Standard organzation
>Lightening strikes
>Modified jump packs
>The purity of man is there belief
> Nominal strenght
> INQ Allies
>Chaos enemies
>>
>>49876247
she will need these things
>a water gun
>a tank of helium
> a Y stick with the elastic
>a meltagun
>>
>>49876260
huh? I dont get it?
>>
>>49876290
The entire point of the Avatar is they have power over the 4 elements
>>
>>49876236
Boolits don't include bolts, they're complex and have some rarer materials in them
>>
>>49876290
those are things she will need
>>
File: 1472582831410.jpg (83KB, 407x600px) Image search: [Google]
1472582831410.jpg
83KB, 407x600px
>>49876260
>a Y stick with the elastic
>>
>>49873461
That seems wise. I think I am giving them one fleshed out npc and everything else will just be a simple stat block that will succeed or fail at my whims or based on their commands as you describe. Thanks for the tip.
>>
>>49876300
>Boolits don't include bolts,
Of course it doesn't. Where did I even mention bolts?
>>
>>49863220
>Shas
Ballistarii don't get incense cloud.
>>
>>49876236
great my friend just suggested the astartes should just use lasguns i am not sure but that somehow sounds just wrong.

also would an astartes lascannon work ?
>>
>>49876742
why would astartes use lasguns?
astartes have lascannons, they are called lascannons
>>
>>49876742
lascannons are just heavy weapons, anyone can wield them, astartes come with bulging biceps by default so... you can just wield one,

lasguns are terribly weak even on overcharge for an astartes, but if you can't replenish your bolts and you absolutely HAVE to have a ranged weapon.... they can fill in, when me and my party were stuck on a feudal world we just used our guns sparingly and used our chain weapons for the most part, well, until our heretek got lucky and get slayer limb with his plasma gun said plasma gun arm proceeded to nearly kill him three times throughout our campaign
>>
>>49876742
I wish I saved that image of a space marine with a lasgun looking at a daemon prince.
>>
>>49876742
They're just regular lascannons with handles for a (very large) guy to hold and use himself. Uses a battery the size of a large backpack (by the size standards of an Astartes), and this battery can itself be recharged at a proper station just like a lasgun's battery packs.

Also if for some reason your Astartes are given lasguns for a mission because they're afraid the Astartes are going to be gone for a long time without reloads, there are a few things to consider:

They wouldn't be given standard lasguns, they'd be given hotshot lasguns which punch way harder. Almost as hard as a boltgun in terms of raw power (1d10+5 vs 1d10+9 post-eratta if I remember) but with better penetration (7 vs 4 if memory serves). And if you let them use hotshots that have the Variable Settings rule (because Astartes tech or some shit), they'll hit even harder (I want to say the max setting gives +2 to damage and penetration, and 1d10+7 with pen 9 is nothing to sneeze at).

The other thing is that this isn't very likely at all. The only missions where this makes sense are missions where the Astartes are expected to go a long time without resupply, and I don't picture a chapter letting their boys go do something like that without trying to support them where they can. Keep in mind that to a chapter--a singular, mostly self-contained entity--only has 1000 boys at any given time. These guys are forces of nature unto themselves. So why wouldn't that chapter risk things like night-drops of ammunition or other such means to keep their boys supplied with the best kit they can get?

If you can come up with a reason, then yeah, sure. But keep in mind that these guys have the logistic support of billions of worlds and tens of thousands of years of development behind them. They're a mix of knights and Starship Troopers' Mobile Infantry. They have the best kit and the best support structure, so what kind of mission would they be sent on where they don't have proper logistic support?
>>
>>49876811
>why would astartes use lasguns?
Desperation.
>>
>>49876990
that doesn't sound like what the guy's friend was suggesting
>>
>>49876957
or at the very least send them in there with a sizable cache of ammunition that should last them so long as they don't full auto every round of every fight.
>>
>>49876957
>>49876990
>>49877019
>>49877066
would be pretty much desperation setting is they stranded on the planet due too warp shenanigans and are officially KiA but they cann take some stuff out of the armory before they need to abandon the ship. taking an entire ammo cache is not really reasonable due to hostile flora/fauna/terrain and population
>>
>>49877167
anon I hate to tell you this but they don't make lasguns in astartes size
>>
>>49877167
then their best option is to frankly conserve what bolts they have and use melee weapons, what sorts of enemies are they expecting to face? just local wildlife and maybe some ferals or what?

>>49877185
Marines in power armour can use unsuitable weapons at a -10 penalty, though a techpriest should be able to modify the handle and trigger to negate that, if they have one onhand.

Funny enough, if they take off their armour the size different isn't actually an issue, it's the gloves that make it awkward.
>>
>>49876957
Hot shots are 1d10+4
>>
Is there a way, or particular build to make a proper skitarii out of curiosity? I know the techpreist in DH has a sidelist that kinda skitarii-ish, but is there anything else?
>>
>>49877229
Crimson Guard and Crimson Exemplar count?
>>
>>49877229
you take an imperial guardsmen, give him carapace and a hotshot, and maybe bump his technical skills a bit, throw anyone of real rank some cybernetics.
>>
>>49877167
In which case yeah, there's no reason for them not to take a cache of boltgun ammo AND some lasguns and as many battery packs as they can manage, BUT if they're stranded there for long enough then they're going to be working with their hands and knives anyway.

There are no rules for the lasgun batteries being fueled by sunlight, but there are rules for them being fueled by fires. They have a percentage chance of spoiling the battery and increasing the chance for misfires and breakages in the packs. I'd argue that that same rule would apply to trying to recharge them with sunlight or any other way that isn't through the sanctioned battery charging stations.

The longer your guys are fighting and trying to survive, the more they are likely to run out of viable battery packs anyways. They're genuinely better off ripping a big-ass cache of boltgun ammo from the armory--and it would be there if you weren't REALLY trying to railroad this lasgun shit, because why wouldn't the Astartes pack a ton of extra ammunition for their missions from that ship--so why bother with pushing the lasguns this hard? If your guys are going to wind up running out of ammunition and work to survive Predator-style anyway, then just let it happen dude.

>>49877228
Thank you for the correction, but a loss of a single point of damage doesn't hurt my point too much, I think.
>>
>>49877292
A range of 60m would hurt it pretty bad too.
>>
>>49877292
Leaving batteries in the sun is supposedly safer than the fire method but takes way longer, but when you get to the point of doing either of those your in dire straights, and frankly a marine can probably do more damage than a lasgun with his combat knife anyways, I mean, I know I started my black crusade campaign completely naked, walked into the next room and killed a feral voidtribal chap with a single punch.
>>
>>49877226
we are to expect some trolls maybe a dragon (sl stated he wants to make it very fantasy like) later (near the end) there will be probably some renegade guardsman or even chaos marines, don't know how exactly this is going to develop.
>>49877292
not sure what chapter my space marine is going to be thought, space wolf would be rather funny. i personally don't really mind going predator style, i think i still have a raven guard character for that.
speaking of raven guard jump packs use fuel? or are they powered by the backpack ?
>>
>>49877493
dunno about other systems but in black crusade, jump packs come with an hour of fuel, and are VERY useful.

if you don't have supplies then re-fueling is probably not going to be a thing for you.
>>
>>49877229

Mars Needs Women has proper skitarii. Using official material? impossible. Best you'll get is old-timey Tech Guard which aren't real Skitarii.
>>
>>49877493
The guy has got to offer you SOME way to get ammunition or even new equipment or you guys are going to get very bored, being stuck on no-tech worlds doesn't stay fun for very long. Me and some black crusade boys spent a good portion of our early campaign wishing we had crashed that voidship on a planet with a tech base higher than sharp pieces of metal.
>>
>>49877724
You crashed the Chains of Judgment?
>>
>>49877850
Into a feudal world, in our defense it came out of the warp damn near inside the atmosphere, cue the metroid style escape sequence.

we later raised it, it's a part of our tiny fleet now.
>>
>>49877903
That's metal.

Incidentally, I think Broken Chains is one of the better pre-gen intro adventures. I'd rate it as right up there with Edge of Darkness for 1st Edition Dark Heresy in terms of how good it is.

I would've tried to steer it towards the Hollows and see if I couldn't get the Exospectre to do a patch-job, though.

So how'd you guys get off the planet?
>>
>>49877984
We decided our only course of actions was the conquer the world, and so we did, fuck me it took a long time, TLDR, two major feudal kingdoms and an imperial guard garrison that's mostly forgotten about the imperium, there was this whole thing about becoming heros of one kingdom and provoking them into war with the other and then a whole buncha bullshit, the highlight of that was probably when we metal gear solid infiltrated an imperial supply base, wiped out everybody, spent a week there for our heretek to install the implants, and then rode off into the sunset with a hijacked imperial knight, or... well I guess it's a chaos knight now?

as for how we got off, we used the chains, imperial ships are super overbuilt, a raider class can bump into a planet and remain mostly flyable, I mean none of the macro cannons were still working... anyways repairs to it were done by a roving clan of shipwrights, who are probably going to call in that favour at somepoint, skipping ahead a bit, in my most recent session, I just rekt my first space marine captain! and stole his fancy sword, and proceeded to murder his chaplain with the fancy sword.
>>
Oh guys quick question since this is relevant, I just got the mark of khorne but the text for it says you get a buncha shit "if you don't already have them" among that is unnatural strength +2, does this stack with space marines unnatural strength or not? it seems to imply it doesn't with the way it's written but the mark seems a bit weak if that's the case.
>>
>>49878546
I really need to know the answer to this before I go to bed, does mark of khorne Unnatural strength stack with marine unnatural strength? I can't find shit with google fu and this entire core rulebook is full of poor and vague wording.
>>
>>49878668
>>49878546
It doesn't specify? Talk to the GM.
>>
>>49878684
He's as new at this as me man, all I can find is some forum posts from obscure sites saying it does, that is why I'm seeking /tg/'s opinion on this.
>>
>>49878546
It should stack. None of other gods' marks says "if you don't already have them".
>>
File: 1458331588408.jpg (45KB, 300x425px) Image search: [Google]
1458331588408.jpg
45KB, 300x425px
When it is appropriate for marines to concede and drop the objective to fight another day when pressing on would mean almost certain death?
>>
>>49878795
When it becomes very obvious the objective cannot be completed regardless of a glorious sacrifice.

Remember: There is no glory in pointless defeat.

If there's a chance for the Spess Mehreens to win the day, even at the cost of their own lives, they'll probably take it because they know no fear.

On the other hand, if even committing to the mission and performing a death-or-glory run is guaranteed to get them killed to no positive effect (ie. they WILL fail either way, and they know it somehow), they're likely to initiate a tactical withdrawal and attempt to address the fallout from the failed mission to the best of their ability.

Space Marines do not drop the objective. If they do, then it's because they have already failed, or because they are dead.
>>
>>49878795
Astartes never really "drop," an objective. Even deciding that today they DO know fear, they would still not consider the objective dropped and entirely failed unless a superior officer informed them otherwise. They would continue to push and get that objective even if it requires retiring for a little bit to update their plan and try again.

Like >>49878845 suggests, to even get the point where I'm suggesting, they need to have a good enough argument that the objective was purely untenable even by the standards of Astartes. And keep in mind, "tenable," to them includes "ninety-nine to one-hundred percent casualties but a completed and successful mission."

It's that level of dedication that makes Astartes into super-soldiers just as much as their body upgrades and exceptionally superior kit.
>>
File: Artillery World of Tanks.gif (2MB, 199x200px) Image search: [Google]
Artillery World of Tanks.gif
2MB, 199x200px
>>49874029

Take a look at the Earthshaker battery in the OW Core armory, I assume used as a fixed emplacement.

3,500m, S/–/–, 4d10+10 X, Pen 8, Mag 1; Reload Full; Blast [10+1d10], Concussive [5], Indirect [5]

Now take a look at the same Earthshaker battery when put on a Basilisk, also OW Core.

3,500m, S/–/–, 4d10+10 X, Pen 8, Mag 1; Reload Full; Blast [20], Concussive [3], Indirect [5]

See the problem? I chose consistency with other vehicle weapons.

>>49876728

Correct. Take a look at the Ballistarius-Pattern vs the Sydonian-Pattern Ironstrider. Only one gets the Incense Cloud rule.

>>49876811
>why would astartes use lasguns?

If they are a member of a Blackshield Warband, and use pariah gear.
>>
>>49878795
>>49878989


>>49878845 here, I will amend my previous statement with an acknowledgement that Space Marines generally won't commit to pointless suicide missions or missions with a stupidly-disproportionate chance of getting everyone killed to no positive effect in the first place.

In other words, if the Space Marines commit troops to an engagement, it's because they figure they have a chance at winning from the start and they'll generally have a (usually pretty solid) plan in place.

Either that, or their backs are to the wall and this is their only chance to do [Something Very Major]. Space Marines aren't committed like Guardsmen to any conflict, which is why there's so relatively few of them.

You only send these guys on the missions no one else can do, so if they take a look at it and say 'we can't do this', then odds are pretty high they can't do it. Of course, Space Marines are plenty fallible and have their own opinions like anyone else (most of the time), so never forget that if it comes down to it, they may derp the fuck out and do something completely fuck-stupid because MUH CODEX or MUH EMPRAH or MUH PRIMARCH, or any other number of reasons depending on the Chapter and the Marines in question.
>>
>>49864592
Reavers
Reapers
Ragers
>>
>>49866832
Are you certain though? If you look at the Nomad rifle from the Inquisitor's Handbook, the description says it has a reputation for killing "from two miles away", even though its RAW "maximum range" is 1000 meters.

Now of course this might just be fluffed up rumor about its prowess and whatnot. But I just find it weird how all the weapons in the game have relatively short ranges compared to their modern real life counterparts. Which isn't necessarily out of place in the setting, mind you.

Sorry for all the questioning, there's a sniper duel coming up soon in my game and I didn't want to be caught unawares by any rules-lawyering my players might pull.
>>
>>49877229
Easy enough in DH2e. Just give him the Warrior role, the Admech Background, and whatever Homeworld you feel best works for your particular skitarii concept.
>>
>>49873017

In my headcanon it's roughly like this:

1-2 Low level untrained Witch or just sanctioned newbie
3-4 Trained and experienced or very talented, low lvl Daemons
5-6 Primaris Psyker, Master Sorcerer, SM Librarian, Daemon Herald
7-8 Chaos Sorcerer Lord, Eldar Priests, Master Librarian, Daemon Prince
9-10 Greater Daemon Lord and Legendary Tier (Mephiston, Tigurius, Khayon etc)
11-15 Alpha lvl super psyker threats, Malcador, Ahriman, Eldrad
16 Magnus
17-19 Eldar Gods
20 Gork and Mork
20+ Emperor and the Chaos Gods
>>
>>49877556

Tech-guard will forever be more canon than the vomit GW has been producing recently.
>>
>>49879748
He means real Skitarii in the sense that Skitarii are expressly not militant techpriests. They just work for them.

I think.
>>
>>49879788

A lot of people took modified "tech-guard" and "skitarii" to mean the same thing, until they got a list for 40k with all the copyrightable units.
>>
>>49879815

Yeah well nu-canon ends where my feelings begin, so I'll go with good old-fashioned Tech-guard as skitarii as the designers intended, not what the marketers demanded.
>>
File: Star_of_Chaos.jpg (40KB, 610x645px) Image search: [Google]
Star_of_Chaos.jpg
40KB, 610x645px
Is there a /tg/ approved fix for the alignment system in Black Crusade, so guys with swords don't end up with Khorne and psykers with Just As Planned and talkers with the fap prince, and so on?
>>
>>49866550
>They are constantly hunted, hounded from world to world and sector to sector by agents of the Inquisition and the Adeptus Astartes. At the same time, however, from their point of the view the Imperium is the ultimate enemy of mankind, and they are the few who stand against it. Of course, some may see themselves as utterly black-hearted as well.

>On its surface, running a BLACK CRUSADE game seems a daunting task indeed. None of the typical motivations found in other games are present in Black Crusade. Selfl essness is scoffed at, and heroism is derided. Nothing is saved, only perverted or destroyed by the players—Heretics who represent mankind’s greatest and most insidious threat, Chaos.

>Each character is expected to leave a swathe of destruction through the worlds of the Screaming Vortex, the Calixis Sector, and the Jericho Reach.

>The history and viewpoints of the Imperium change drastically, depending on whom you ask. To some, the Imperium of Man is a bulwark against the tides of darkness, a brutal but necessary defence against forces that would rip humanity asunder. To others, it is a harsh, crumbling monolith, lashing out with blind fury against those who want to save mankind and lift them to their true potential. It is an obstacle, and one that must be overcome at all costs. Which is correct? Both, and neither. All depends on one’s point of view. A champion of the Imperium such as a Space Marine Brother Captain or Puritan Inquisitor likely takes the former view, or perhaps holds the Imperium in even higher regard. On the other hand, a Champion of the Ruinous Powers (perhaps one of the Traitor Legions of Chaos Space Marines) almost certainly takes the latter view. Needless to say, the following text is penned from the viewpoint of the Disciples of the Dark Gods, those who fi ght against the Imperium of Man, and the forces of order in all their forms. Is it correct? That is for the reader to decide.
>>
>>49879788
>>49879815
What's the difference between the two?
>>
>>49868010
>>49869219
>Warscythe

"Unbalanced" is certainly the right quality to give to it.
>>
File: techguard.jpg (91KB, 483x357px) Image search: [Google]
techguard.jpg
91KB, 483x357px
>>49881907

Tech guard is what we had before. Heavily augmented Imperial Guard regiments in service of the Machine Cult. Lots of cybernetics, cyber-enhanced heavy weapons teams, normal guard stuff. Lots of customizability like pic related, since everyone had their own opinion of them.

Con't
>>
File: skitarii.png (2MB, 1213x867px) Image search: [Google]
skitarii.png
2MB, 1213x867px
>>49881907

Now we have super-specialists who are mind-controlled mid battle to increase efficiency. The soul is gone. The units are overpowered as shit. They all look samey and standardized because this is what "ALL" the forge worlds use. And we have copyrightable names like "Kataphrons" instead of Praetorians and "Kastelans" instead of Castellan, etc.

This will NEVER be skitarii to me. True skitairii will be honest tech-guard, and I will remove anyone from my game who says otherwise.
>>
>>49881966
>>49882006
I agree. Some of the Skitarii stuff and weapons and gear are cool, but I like the old feel of the 'tech-guard.' It's much more Your Dudes.
>>
>>49856939
Call it the Great Communicator.
>>
>>49882006
>The soul is gone.

Early tech-guard were pretty much just servitors. The crusading techno-zealot theme GW went for when fleshing out the Skitiarii has a lot more soul than their poorly defined predecessors.

>The units are overpowered as shit.

Top lel, they're a mid-tier army. Fragile, short-ranged, and lacking in transport vehicles to quickly get them close enough to use their most powerful guns to maximum effect. Allying in Drop Pods made them broken as hell but that's been FAQ'ed out. I guess if you play Orks or Tyranids they probably seen OP by comparison.
>>
>>49863220
>genestealers, roll out a evolve!
>>
Did that anon who was asking about interist in a play by post rogue trader game ever come back? I let myself get my hopes up over that and I want to know if I should be dissapointed yet.
>>
>>49882237
>Early tech-guard were pretty much just servitors.

It was written somewhere early tech-guard were augmented and modified according to the whims of the Magos they worked for. So you had a stupid degree of Your Dudes going on with them. Some were basically glorified servitors, and others were small elite teams of posthuman warriors. Others had variety like the Imperial Guard.

So the new ones are far less Your Dudes.
>>
>>49882448

The whole concept of Your Dudes died after Chapterhouse. It's been a mess ever since.
>>
>>49882006
>look all samey and standardized

Nigga git gud at conversions. It's explicitly stated their is no standard and each magos does their to their own whims to encourage conversions.
>>
>>49855474
Looking at the RT Tools. I saw AutoNav2.0 but it was never updated when Navis Primer came out with the expanded rules as far as I can remember.
>>
>>49855474
So looking at Deathwatch I noticed something, you can easily push your combined Toughness and Strength bonus over 20 but the rules cap there. Was this ever addressed in some third party or official errata?
>>
>>49882862
The Navis Primer rules are shit, though.
>>
File: tiresome.png (643KB, 1022x731px) Image search: [Google]
tiresome.png
643KB, 1022x731px
Did someone create a set of rules for all Tau groups?`

I have a campaign idea. The group has to set up infrastructure on a former Imperial frontier world. Despite the planet cosisting mostly of sand and rock, it's somehow really difficult to find good gravel.
>>
>>49882922

Every pointy above the cap adds 250kg linearly. I sent FFG an email about it years ago, and it was so simple to remember that it stuck with me.
>>
>>49882965
How so? I could understand in that they make it a little too GRIMDARK and that All's Well switched from a 25% chance to a 20% chance and they made the Warp Encounters much more threatening. Other then that what's wrong with them?
>>
>>49883038

RT with Tau Character Guide, Fear and Loathing, and The Fringe is Yours. Four castes represented, go out and spread the Tau'va.
>>
>>49883080
>Other then that what's wrong with them?
That's enough in and of itself, but mostly it adds more steps to an already time-consuming and complex process, and is utterly wasted if no one wants to play navigator (No one ever plays navigator).
>>
>>49883162
Navigator, the person who can create warp storms, teleport and become a kung-fu master and bullet-time wizard. Noone ever wants to take them and it makes me sad.
>>
>>49879726
Thanks, I appreciate the time you took to write that up.
>>
So I'm writing a story for a Deathwatch game. I kinda want to break the rules and have orcs with Helo devices. Thoughts on how bad of Idea that?
>>
>>49864592

Pariahs.
>>
>>49864592
>>49885673

Actually, pariahs sound like a mid- to upper-level demon name.

Call them Deniers. Or Anathema.
>>
https://docs.google.com/document/d/1ToaHmrXyh9N-k0BM8uslO30KGcpQXzBjrHHRY-nhPrg/edit?usp=sharing

Any of y'alls wanna read the short setting doc I've written up over the last several week? For a Knight game set prior to the Great Crusade.
>>
>>49885517
Like Iron Halos? Just fluff it as Orky shield generators and it'll be fine. It'd just make the standard Ork a bit tougher.
>>
>>49867638
YES!
>>
>>49886826
No, he means the Xenos devices that meld with your body, give you superpowers, and then drive you insane.

I'd say to just use the rules for them as-is, with a side-note that once they start to get seriously corrupted, the other orks would notice that they're not fitting into the Waagh! psychic gestalt field anymyore and either try to kill them or just eject them from the group.
>>
>>49886826
No, Halo Devices.

Weird xenotech artifacts from the Halo Stars.

They basically turn you into a ravening, immortal, unstoppable monster over a long period of time.

>>49885517
Well, there's nothing that says it couldn't work.
>>
>>49878722
Then decide with him. Houseruling out things that are poorly written is just part of these games. As with any RPG the dev's rules are in no way gospel.
>>
>>49879028
>I chose consistency with other vehicle weapons.
I meant more compare the minotaur to the ORAT, different concussive values, both vehicles.
>>
>Writhing World Sorcerer Kings can't start with biomancy powers
>while Q'sal MMs can
>>
>>49890421
First off, Biomancy in ToF sucks wieners. FFG probably didn't want to give a splatbook class power from yet another splatbook.

Why don't you just have your GM house rule it?
>>
>>49855474
Shame on me for not finding it, or looking for it harder; but is using throwing weapons BS or WS?
>>
What kind of career could an Acolyte could consider if he is shit at handling weapons (EVERY KIND)
and isn't smart enough for Savant work?

The Cleric role of the party is taken already
>>
>>49892390
Let him drive shit.
>>
>>49892400
What book contains the "Driver" career?
>>
>>49892823
DH1 or 2?
>>
>>49892841
DH1
>>
>>49892851
Well, just pick a career that has the most driving skills.
>>
>>49892868
Seems like the Adept and the Assassin are competing over the position of Designated Inquisitorial Driver.

Which leads me to the question if I should use my reroll to salvage the guy as someone moderately intelligent, or as someone who knows which end he should hold the sword on?
>>
>>49892261
BS, because it is a ranged attack.
>>
>>49893602
Thanks.
>>
File: Minotaur Artillery Tank.png (819KB, 925x563px) Image search: [Google]
Minotaur Artillery Tank.png
819KB, 925x563px
>>49888460

Yeah, that one was a conscious change. The normal Earthshaker is just one barrel. The Minotaur uses a Dual setup, so I wanted it to be slightly different than the normal one. That is why I boosted the Concussive value up a little without fucking with the damage, to represent two shells landing instead of one. I'm willing to let that one be for now unless numbers and peoples' experiences say something is off.
>>
>>49870667
PSA: I'll namefag now. If you know me IRL and don't want to spoil future plot threads, don't read this spoiler. Also, if you were on the deWinter campaign, you should stop reading.

The Warp Gate is one of extremely few remaining Old One structures. It's a part of their proto-Webway system that never got done before the War in Heaven got too far. A few of their other constructions, such as the Erioch system also remain, although it is little more than a foundation.

After beating the Old Ones, the Necron force found their Nightbringer shard too powerful to contain or destroy. Using their master chronomancers, they locked it five minutes into the future, sort of, to be permanently out of phase with reality, the key then split across space AND time.

The ripples of this conflict litter the warp like echoes, kept active by the psychic ruins. Some psykers "tap into" these by mistake and are all driven mad. One was a Librarian who built the Omega Vault within the fortress, so that the vault would unlock on "harmonies" of the echo and prepare humanity for the Death that sleeps.

The Hadex Anomaly is technically the site of the chronal shift, but some asshat cult on Hadex (sector capital) led by a poweful psyker also tapping into the echoes of the past, desired the power of death itself and tried to bring it to reality through a massive ritual. This just fucked time right up, pushing the materium and the warp together as the timeshifted prison was pulled down near-infinitely hard on the metaphorical rubber sheet that is time and space. Thus, the fall of the Jericho Sector.

Meanwhile, a chucklefuck nobody stumbles on an artefact from the extinct giants, a battery a tool for creating sentience and intent, and proceeds to go mad from grief and attempt to turn back time to save his family. All he needs is a catalyst, and there is one artefact that travels through time...
>>
Is there any advice on homebrewing Psyker powers or Daemon weapon/engine traits?
>>
>>49896602
If it's for NPCs? Go nuts. Long as it's not blatantly unfair to the PCs. They're the only ones who'll be using it.
>>
>>49896669
for PC use, I mean.

I'm not all that skilled when it comes to homebrewing things, so I was hoping that there might be some pointers.
>>
>>49886968
Well Halo devices don't work on psykers. Orks are psykers kind of sort of. Waagh and all is kinda weird.
>>
>>49896669
>Long as it's not blatantly unfair to the PCs.
That's just the sign that the PCs should walk away from that particular battle.
>>
Does Khorne like hereteks because they can make cool weapons to kill shit with, or does he think that they're pussies?
>>
>>49900048
Khorne is the closest thing to a forge god that 40k has (Besides Vaul, but he's dead). Making elaborate and deadly weapons and armor and daemon engines pleases Khorne, especially if they're made of brass and bone and quenched in boiling blood. Just so long as what you're making is a tool of war and not a wall hanger, anyway. Then he might send you a Flesh Hound to warn you to knock it off.
>>
File: come and see.jpg (177KB, 800x1200px) Image search: [Google]
come and see.jpg
177KB, 800x1200px
>>49900048
Well, I'm of the opinion that giving the Chaos Gods too much of a personality/opinions about petty things ruins their creepy mystique, but I'd say, no, Khorne likes Hereteks. Provided you do a bunch of weird blood sacrifices, and the thing you're making is designed to cause massive, brutal destruction, Khorne is down with you. Obliterators can get the mark of Khorne, for reference, so I don't see why techpriests couldn't. While mindless berzerkers are his most famous servants, it's also been established that he likes assassins, serial killers, and anyone else who sheds blood in his name out of rage and hatred. A cold and calculating heretek who is nevertheless possessed of a burning hatred of the Imperium and callous lust for the blood of the innocent could absolutely serve Khorne.
>>
>>49900123
>Well, I'm of the opinion that giving the Chaos Gods too much of a personality/opinions about petty things ruins their creepy mystique,

I agree.
>>
>>49900048
>>49900106
>>49900123
In the Khorne-oriented book for Black Crusade, there's a series of fluff sidebars that detail a Tech-Priest's fall to Khorne worship.
>>
>>49900868
I am limited to my phone, so I can't easily get this segment, but that very much interests me. Any kind anons want to post a screen cap?
>>
>>49862155
Go with insects that are solo. No ants, no bees. Spiders, beetles, that sort of thing. Reptilian also is a good idea. Snakes are more Tzeetch, so go with the hardier reptiles. Gila Monsters, Bearded Dragons, etc.

Now I just need my GM to show up again cus he let me play a Warpsmith that exchanged a bunch of his rules for the "Blasphemous Studies" from an Idolitrix Magos and I wanna play him so damn bad.
>>
>>49880972
Keep the requirements for getting marks and aligning but make it a choice to be unaligned or not, I'd guess.
>>
File: 1467966127245.jpg (57KB, 600x400px) Image search: [Google]
1467966127245.jpg
57KB, 600x400px
Ayo hol up
>>49891889
linking this here incase anyone needs an extra autist for their campaign
and
>there will never EVER be a rogue trader second edition
>>
>>49880972
Start giving out Marks for accomplishments instead of advances, let the players decide what their alignment is, fuck them over with Infamy damage/failing corruption for changing alignment.
>>
>>49900048
I really wish I had the screencap on hand, but an anon once put best: The scientist who devotes their time and effort to creating new weapons and warmachines is a Saint, for they could use their limitless potential to produce anything, change the world and improve the lives of all around them... But instead, they choose to create machines and weapons only capable of destruction and bloodshed, and this makes them favoured in the eyes of Khorne.
>>
File: IMG_3153.jpg (155KB, 900x900px) Image search: [Google]
IMG_3153.jpg
155KB, 900x900px
I want to roll up a good astartes character in black crusade here are some ideas I've had

>a relatively young renegade who's only joined the ranks of the traitorous in hope that he'll be able to find his family or their decendents

>a tzeentch sourcerer trying to find a way to wrestle his soul back from the chaos gods

>a khorne berserker trying to find a way to remove the nails and save his sanity

Thoughts?
>>
File: 6217870[1].jpg (989KB, 1400x980px) Image search: [Google]
6217870[1].jpg
989KB, 1400x980px
Anyone have any good deathwatch techmarine art? Bonus if it's Imperial Fists.

>>49903222
I don't think there's anything wrong per se with misguided characters.
>>
>>49892390
>>49892851
>DH1
>and rolling instead of point buy

Jesus christ.
>>
>>49903588
>misguided characters
I've found that those are much more fun.

Like a tech-priest who fully believe that the best way to protect humanity against the terrible xenos is to open the vaults of the Mechanicus, stop hoarding tech, share knowledge and bring back the automated weapons of the past. Unsurprisingly, he's a heretek now.

The other is just too stupid to question what he's heard. Like that holy wood kills daemons or various other misunderstandings about the weird shit you see in the guard. Int 24 is one hell of a drug.
>>
>>49903222
>a khorne berserker trying to find a way to remove the nails and save his sanity
I like it

trips bless
>>
>>49903712
>a tech-priest who fully believe that the best way to protect humanity against the terrible xenos is to open the vaults of the Mechanicus, stop hoarding tech, share knowledge and bring back the automated weapons of the past
I'd find the reverse more interesting, honestly. Everyone wants to be the Admech Apostate, I want to be the guy who genuinely believes that improperly designed tech is corrupting, that practical tech lore is best kept out of the hands of the common man, that knowledge needs to be kept safely in as few minds as practical, and that only 500 year plus proven designs can be trusted. Someone who can pull that off without resorting to a dickslapper techpriest strawman would be my nigga.
>>
>>49855474
Hi, my Navigator is asking for my help pimping his character out post character creation since we're both new at Rogue Trader.

Are there any Bionics or equipment he should be looking for specifically?
>>
>>49905210
good cortical implants can help him in many Int based navigator skills, as wel as a MIU.
>>
Has anyone here ever had much success using grids for 40k rpgs? If so, any tips?

I almost exclusively run narrative combat when I GM, which is fine, but hard to get the challenge right I often feel.
>>
>>49906121
I do them for all my roll20 campaigns and it works fine. I've had to houserule all the ranges to squares however. I use a 10 as the baseline for a las rifle and adjust other things from there.

I put a lot of effort into map design however
>>
>>49904390
Well, it IS Black Crusade. Playing a tech-priest by the book is kind of tricky.
>>
I'm roleplaying a one meter long tech-priest impersonating a small sickly child with a rebreather.
>>
>>49906992
Ah fair enough. i imagine it's doable with roll20. Lots of encounters I've seen often end up being so large that doing them in person on a table top seems unimaginable to me, but I figured I may be missing a trick!
>>
So, /40kRPG/, my players just turned in the regiment they decided on for OW. They apparently want to play vantablack ops OPERATORS, because everyone in this regiment marked by its small numbers has Stealth +10, a chameleoline cloak, and a stummer. How do I build things to challenge a bunch of ninjas?
>>
>>49908756
Make them fight samurai who are far harder to trick.
>>
>>49908756

Daemons with unnatural senses who don't need eyes to see.
>>
>>49908756
give them long ops with minimal backup that will strain their resources
make them fight foes too numerous or too tough to go down to steal alone
make the environment just as challenging as fighting their enemies
put them in conflict with fellow guard regiments
>>
Would Tzeentch be mad at a follower or happy with him, when he started cults of a different god (slaneesh, specifically) deliberately in order to draw attention away from his own tzeentchian cult?

Cos on one hand, that's doing all the dirty dealing and deception tzeentch likes, but on the other it's giving power to one of his rivals.
>>
Trying to get an idea of how much prep other GMs tend to actually do going into a session. Anyone willing to share any example notes of session prep they made?

ADvice online seems to range from a 2 paragraph summary and one or two stat lines to intricate maps, and full page descriptions for a huge number of possible eventualities. Just wondered if anyone had more of a 'balanced' approach they'd be willing to share?
>>
>>49908922
>Would Tzeentch be mad at a follower or happy with him
Yes. Yes he would.
>>
>>49908922
The dumber the plan, the better. Especially if you make it work.
>>
File: Skitarii_Rangers.png (89KB, 250x179px) Image search: [Google]
Skitarii_Rangers.png
89KB, 250x179px
>>49855474

How to I best stat a skitarii ranger in Only War?
>>
>>49909659

Mars Needs Women, the link is in >>49857104
>>
could you theoretically make a daemon engine out of something super tiny, like a servo skull or a 3DS?
>>
>>49908922
Actually yeah, it's a pretty common thing for servants of the gods to hide under the guise of misleading cults or just generic looking cults.
>>
Hey 40krpg GMs, would you let an Explorator in Rogue Trader use a Battle-Automata's shell as a imprompto battlesuit?
>>
>>49912105
Where the hell would he sit? Those things aren't exactly hollow.
>>
>>49912105

Only if it was a solo game and where his severed head is attached to a life-support /inferfacing system put in place of this machines head.
>>
>>49912186
It would be a salvaged, burnt-out shell, with the ML and "brain" removed and replaced with a control cocoon.
>>
>>49912251
I think something closer to a dreadknight would make more sense, since the innards of the battle automata are important. That said, if you think it's a cool idea and won't break your game, go for it.
>>
>>49912105

Those things are tough. It would turn someone into a monster.
>>
>>49912105
>>49912218
>>49912251
>>49912343
>>49913836

HEED THE WORDS OF MAGOS ROBERTSON

THINK NOT OF PILOTING A VEHICLE

THINK INSTEAD OF IMPROVING ONE'S ARMOUR

THE FLESH IS WEAK. IRON ENDURES.

IF THY ARM OFFENDS THEE, CUT IT OFF. REPLACE IT WITH PISTON, WITH STEEL, WITH CERAMITE. IF THINE EYES OFFEND THEE, PLUCK THEM OUT. REPLACE THEM WITH LENSE, WITH AUSPEX, WITH SENSOR.

IF THINE HEART OFFENDS THEE, CUT IT OUT. REPLACE IT WITH PUMP, WITH CIRCUIT, WITH HATRED.

SO ENDETH THE LESSON
>>
File: RT Laertes and Co, resized.jpg (2MB, 1538x2175px) Image search: [Google]
RT Laertes and Co, resized.jpg
2MB, 1538x2175px
>>49914057
>>49913836
WHAT YOU CALL "MONSTROUS", I CALL "APOTHEOSIS"

AVE OMNISSIAH.
>>
could a particularly reckless heretic bind a daemon into one of their cybernetics, and create a daemon weapon/engine with it? Could somebody punch someone with daemons?
>>
NEW

>>49914384
>>49914384
>>49914384
Thread posts: 312
Thread images: 34


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.