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/40krpg/ 40k RPG General

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Battle Automata Bodysuits 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! (v1.2.9) (Mechanicus Skitarii and Taghmata for Only War)
http://www.mediafire.com/file/qbw0bnnggwfl4mb

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! (v1.8.4) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
http://www.mediafire.com/file/vyv56zze9m828d2

Volkite weaponry is in the Burning of Prospero box, and most likely coming to "normal" 40k as a result. We have stats for it - how do you incorporate into your games things once rare until retconned to be common?

Old Thread:
>>49855474
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>>49914384
Now that the system isn't being supported, has anyone considered making a sort of "unified core book," that contains all of the basic mechanics and has sections for the system-specific mechanics? As a sort of one-stop place that brings together all the core books?
>>
2nd post claimed in the name of Malal
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had a campaign that just fell apart tonight. last week one member was an arbiter, demanded explosives from a commissar. commissar said no (no one had peer: IG). Arbite looked in the book of judgement supliment and asked the comissar. "what are you guilty of?". Commissar said he has 3 seconds to leave before he puts them in a firing line. arbite goes "failure to confess guilt" and quickdraws called shot head's the commisar. Kills him in 1 shot. group argues a bit, and then this week 2 members say they arnt "feeling it". so yay... 3 sessions and then nothing after all that work even after we only moved to this system because the 2 in question wanted a more rp-centric system. cheer me up /TG/
>>
is there anywhere I could get advice on homebrewing things like Psyker powers or daemon weapon traits for PC usage in BC?
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>>49914407

Literally no point since nobody else will use it because it won't "feel" right. Everyone has their own way of doing things and nobody will accept someone's glorified houserules beyond the person who wrote it.
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>>49914468
>Shooting a commissar in front of his troops
That's the kind of thing that even if you theoretically have the right to do it, actually doing it is treason and/or just bloody stupid. An arbiter who does that is fucking asking to get fragged or sent to a penal battalion.
>>
>>49914488
diddnt get that far. he killed the comissar for basically just not giving him what he wants and the session fell apart.
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>>49914477

Each of the Tome books has ideas for daemon weapons and their respective traits.
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>>49914057
>>49914078

Who the fuck is Magos Robertson, and why is he so huge?
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Overall new to the 40k RPGs, semi-familiar with the setting, what's the easiest game to pick up and get a group, that isn't as knowledgeable in the setting, running. Me and my brother were almost in a game of Only War years ago, but the GM stopped talking to all of us after we started character creation. I'm worried about the lethality of OW putting the players off though.
>>
If flamers have no requisite attack roll and using them with one hand on your off hand only penalizes your BS roll with them, does that mean I can use a flamer one my off hand with no penalty?
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>>49915146
Yes.
Purge away, brother.
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>>49915066
I advise Dark Heresy 2, or if you have more murderhobo type players maybe Blavk crusade?? Dark heresy is like FBI in space. You work for the government and your job is to track down tax evaders, criminals, evil cultists, and all that good shit. So if your party likes to roleplay and be sneaky and do investigations, that would be the one. And before someone skins me, make sure to use second ed.
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>>49915146
Technically, yes. But that's a bit cheesy. I'd play it as improving the opponent's agility roll to avoid. Gives you reason to invest in a pistol grip, or a Hand Flamer.
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>>49916387
That, and god help you if you roll a 'jam,' as at that point I'd have the player make their own agility test to avoid catching on fire as they drop the thing.
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>>49914384
Rate the (barely second) draft of my US Civil War-inspired Guardsmen.
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>>49916536
I should specify I'd prefer commentary on the lore rather than the rules; I feel pretty comfortable with where the latter is at.
>>
Has anyone tried running an all Tech-Priest 1st Ed Dark Heresy game, preferably at a high rank so that they can specialize and set entirely within the Mechanicum parts of said RPG's sector?

I'd expect the results to be most amusing. ... and glorious!
>>
Can you record demons on camera? As in, full HD video and audio.

The reason I'm asking because as I was reading through the Black Crusade rulebooks, it occured to me: what if some people recorded Daemonettes during an orgy, which was vanilla enough (in Slaaneshi terms) that it could be used as a sales pitch for joining Slaanesh? What if, for variety's sake, the recording is dropped on a Pleasure World, that has all the high tech and possibly internet to make the video go viral?

What if the PCs are all human Heretics who dedicate their lives to creating educational if a bit biased documentary videos on Chaos? One vid deals with demonic incursions and how Imperial forces are powerless to stop them, the other is a theological discussion with an invited Word Bearer discussing the concepts of Chaos Divided and Undivided, and so on.
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>>49917522
I say you definitely should be able to, even if the ambient Warp energioes would make corrupt the footage a little.
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>>49914384
>how do you incorporate into your games things once rare until retconned to be common?

I don't. I disregard all nu-canon after the start of 5th edition.
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Does anyone know if thers stats (offical or otherwise) for Necron Pariahs? I know theres rules for people with the pariah gene its more the full on converted guys Im intrested in, as an npc.
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>>49917868
There wouldn't be official stats due to them being non-canon for at least 3 editions (unfortunately), and I Don't know of any homebrew stats for them either.
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>>49917989
Wait didn't Dark Heresy 1 come out in like 2008 and Death watch 2010? The Newcrons didnt happen till like 2011. Man they had like 3 years and they never got around to stating pariahs before the retcon that sucks.
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>>49914384

I'm about to start running an Only War campaign with a focus on small unit tactics and I am instituting a few house rules. If anyone has played Only War before, are there any house rules other than the following that I should consider?

>Leadership apptitude folded into Social
>free action step (move one square) on a characters turn in combat if they do not make a move action
>Frag and Krak grenades gain the Proven(3) quality

pic unrelated, just characters from an old campaign
>>
>>49918474
>>free action step (move one square) on a characters turn in combat if they do not make a move action

This is dumb. You're not playing DnD. The action economy exists for a reason.
>>
>>49918474
>Leadership apptitude folded into Social

This fucks over Sergeants and Commissary compared to the Priest. What purpose does this serve?
>>
>>49918474
>Leadership apptitude folded into Social
No, it'll cheapen the careers that get Leadership.
>free action step (move one square) on a characters turn in combat if they do not make a move action
No. Movement is important, and you have to prioritize.
>Frag and Krak grenades gain the Proven(3) quality
I could see that. But then what about frag missiles? Krak missiles? Other explosives? Where do you draw the line?

House rules from our game:
>Resolve field saves per hit rather than per attack, and allow reactions after.
>Treat Overheats like Jams in every sense. Reliable Plasma weapons jam on 100 and equipment and powers that affect jamming also affect Overheats in a similar fashion.
>>
>>49918474
>Leadership aptitude folded into Social
Doesn't make sense from a mechanical perspective or a narrative one. That's daft.
>free action step (move one square) on a characters turn in combat if they do not make a move action
This is mechanically dumb for the reasons people have stated above. If you want to actually acknowledge people can move and do shit at the same time you need to do more than a free 5 foot step.
>>
Have you ever moved a game from Only War to Black Crusade?

How much work does it take to convert characters?
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>>49918474
Personally, I give Frag Grenades Tearing. It makes sense, too.
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>>49918567
>Treat Overheats like Jams in every sense. Reliable Plasma weapons jam on 100 and equipment and powers that affect jamming also affect Overheats in a similar fashion

Pretty much every group I play in does this.
Otherwise Plasma guns are pointless to get in anything but Poor quality.
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>>49919209
Well, it wouldn't work with Only War, since the Plasma Weapon talents include a jam-window reduction that only works on plasma...
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>>49920776
Ain't nothing a bit of homebrewing can't fix.
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>>49919209
>>49921322
Why bother? What's wrong with plasma weapons that you'd feel the need to homebrew them? Maybe I'm not familiar with the meta enough.
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>>49917518
We played one and it was pretty sweet.
All the interparty petty bickering and ridiculous intelligence made it feel like an unseem university book from discworld.
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>>49921370
Because if Plasma weapons always overheat on a 91-100 result, there is no point in having any of them at better than Poor craftsmanship, as it has literally zero effect.
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>>49921492
What does craftsmanship do? My group hasn't had to deal with it in ages so I don't remember.
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>>49921620
In guns:
>Poor: Gains Unreliable. If it has Reliable, it loses it. Looks shoddy.
>Common: nuffin
>Good: Gains Reliable if it doesn't already have it. Looks nice.
>Best: Never ever jam or overheat, instead treats such a result as a miss. Looks incredible.
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>>49921687
Pretty sure even Best only mentions Jamming. So RAW it does nothing for Plasma guns.
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>>49921687
>never jam or overheat
Then wouldn't it make sense to get a Plasma weapon of Best quality? From what you're telling me the whole "or overheat," thing qualifies here.
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>>49921713
Only War core book page 167 says "jamming or overheating."
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>>49921717
Yes, and that's exactly the problem.

RAW, you only ever buy a plasma weapon at Poor quality (because Unreliable does nothing to it and it's easier to get) or Best (because no overheats). It makes the other craftsmanship levels completely redundant. You could argue that's by design, but I suspect it's poor editing. In the rules, there's a few references to "marines" or "explorers" as PCs, indicating lazy copy-paste from Deathwatch and Rogue Trader, respectively.

It feels weird to deliberately ask for the crappiest, most worn example of a notoriously unstable piece of tech.
>>
>>49921687
Why is gun craftsmanship so shitty compared to melee craftsmanship?
>TFW your duelist gets that Best-Quality Power Sword with Adamantine Hilt Guard, among other weapon mods, for a total +10 to hit and +25 to parry with it and look pimp as hell doing it
>Then they promptly get dogpiled with chaos cultists wielding rusty axes made of scrap metal and nearly die
Such is life in 40k.
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>>49921862
>get dogpiled with chaos cultists wielding rusty axes made of scrap metal and nearly die
Hubris is a sin for a reason, m8. If you get mobbed, you die. It's that simple.
>>
Is a Void Suit sufficient to provide protection from the Brain Leaf (p346 of DH1 Core Rulebook)? It IS a “resilient, sealed covering over the victim’s head and neck”, but it is not “sufficient to provide 2 AP”. As GM I would rule that it is but I was wondering what you guys thought.
>>
I have a group that has expressed interest in an Only War game, but none of us like the game system.

Has anyone tried porting the game into another system? Savage Worlds, maybe?
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>>49921862
There's a talent for that in DH2, y'know.
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>>49921980
I'm pretty sure most void suits provide at least AP 2, besides the cheapo ones.
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>>49921914
I killed most of them with a Lightning Attack on my next turn anyway, because my character had absolutely ludicrous WS, but honestly, everyone at the table (myself included) had a good laugh about how the legendary noble born duelist with best quality everything nearly died in such a dumb way.
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>>49914569
Are you sure?
I'm looking through them right now and I can't locate anything of the source.
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>>49914384
Planning on GMing a dark heresy game for the first time ""soon"" and I'm wanting to base it off the Ciaphas Cain book "For the Emperor".

Should I play it literally by the book or should I set up a not-Gravalax world where the same tau situation is happening? Same with Amberly Vail, yes or no to her being their inquisitor?

If we do get to the genestealer part, should I add in all the NPC soldiers and tau?

I'm pretty certain no one has read the book so I should be okay there, and it does seem like a nice set up for breaking down into separate sessions worth of action. Just looking to gauge opinions on using it as the setting. Also for all the other RPGs this group have just murdered its way through everything and I think this plot would be an interesting way of showing how their peaceful actions can stop a stand off from escalating
>>
>>49922599
If your players haven't read the book then there is no reason not to use the actual names.

Add in as much (or as little) as it makes sense for you and your party.

I have found several fluff books provide excellent stories for DH sessions.

I thoroughly recommend "Misson in Action" a short story from the Eisenhorn series.
>>
>>49914384

When your champion of the emperor accidentally get's a daemonette of slaanesh promoted.
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>>49922763
I was thinking about using real names for the off chance that they do read the books. Could be a fun surprise for them in the future.

So throw in the NPCs at my discretion? I'm planning on throwing a good amount of purestrain genestealers at them at some point so they could probably do with all the help they can get, but at the same time I don't want them to feel outshined by them.

Been reading over short story compilations like the deathwing book recently, just about all of them sound like they'd be excellent campaigns. I'll definitely check out MIA as well, thanks.
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>>49923030

Well if they read the books before your session starts then they will recognize the plot, only maybe slightly sooner. If they read them after, no harm done. The only thing that obfuscating location and/or character names does is that it makes them harder to google the story as they play it (assuming that they are the types to do that in the first place)
As for the NPCs, definitely try to balance it out for combat encounters. As in all RPGs, try to abstract away as much of the action that happens when the players aren't around, and definitely err on the side of not outshining them.
Those would be my two cents, ofc.
>>
>>49915146
>>49915171
>>49916387
Incorrect. Opponents get a +20 to Dodge if you're not trained in Flame weaponry.
>>
>>49917522
I think most mundane tech wouldn't be able to take the pure daemonic energy and it would end up as some SCP-esque bizarre item with its own power, agenda etc.

Daemons are reality warping, and the pre-requisite for their presence being a sundered veil means that any chance for an easy recording would be basically nil.

However, some crazy heretek rig might be able to work. But it's ultimately up to however your group wants to play it.
>>
>>49923030
>Genestealers
Your party is already dead, son.
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>>49914468
So you actually can't so much play as an Abitrator. If you're playing DH (let me guess, first edition for some asinine reason) then you've left the Adeptus Arbites for the Inquisition. I mean, that doesn't stop an ex-Arbitrator still using the Imperial laws and stuff and living in the delusion that he still upholds the law, but the problem with that is he needs to actually uphold the law or he'll get people REAL pissed off. So
>ex-Arbiter
>didn't actually confirm Commissar's crimes, or whether he was actually a heretic

That dude is ripe for a flogging, or worse. Drag him before the Inquisitor.
>>
>>49918474
Play the system straight before you think about modding it.
>>
>Q'Sal Crystal Caster is Rare
>Ammo for the Q'Sal Crystal Caster is Extremely Rare
Why?
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>>49923454
I am trained in flame weapons, the question was about gripping method. In this case one handing on my offhand.
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>>49923867
Then purely RAW; no penalty - although any sensible GM would provide a dodge bonus for your opponents for obvious reasons.; hand flamers exist for a reason.
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>>49923814
>has picture from old campaign
>must be new GM
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>>49921862
Maybe you've just allocated points shittily/gotten the wrong talents/aren't thinking tactically?

>make as much of a tank as you can get in DH
>first fight walk into a bottleneck, limiting the number of attackers
>four run up, "surround" me
>Whirlwind with a zweihander, just cleave two apart
>as their standard weapons bounce off 11 Armour + To
>one more runs up
>two more hit the floor
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>>49923861
the caster itself is just a fancy tube; the ammo is actual crystals and needs specific materials.
>>
>>49921985
What don't you like about OW? The entire regimental creation thing would be super hard to represent in a generic system.

>don't like OW
>like "ranged attacks always hit on a 4" Worlds
I mean I like Savage Worlds too, but for fantasy though with few guns. The ranged mechanics in that are far worse than OW.
>>
>>49923914
Yeah, I saw that just a little too late. Sorry, the post just reeks of newcomer.

>wants to merge two aptitudes, fucking over some specialisations because ???
>wants to add a 5-foot step because he obviously can't let go of DnD/Pathfinder
>only Frags and Krak get proven, no other explosives
>>
>>49918474
>Leadership aptitude folded into Social

What do you mean by this? If you mean fusing the two, I don't actually see a problem with it. Leadership is a very limited aptitude, but differentiating between social and leadership is important if you have commissars, priests and sarges. If you've only got one face, then there's no issue. If you've got two or more, leave it be.

>free action step (move one square) on a characters turn in combat if they do not make a move action

Like 1 metre? I don't see the point or the harm to be honest. I would say no because this seems abusable as hell.

>Frag and Krak grenades gain the Proven(3) quality
Krak grenades don't really need a buff. I'm not sure this is the buff that frags need.
Our group runs frags as 1d10+10 pen 0. Usually dangerous and not RNG balls as they normally are. Nothing more pathetic than a 4 damage frag going off in someone's unarmoured face and it just pings.
>>
>>49923688
Shit, even with free hellguns?
>>
>>49923992
Frag grenade rules are shitty by default though, I would highly recommend them being house ruled, rather than arbitrarily sticking with the official rules due to lack of experience.
>>49919198
Giving them tearing like this guy suggests is problematic; makes them RF machines. (extra 50% chance on top of base is a big boost).

I think Frag grenades are the biggest offender but don't know how far to go regarding other explosives, especially when you've got talents like modify payload to factor in.
>>
>>49924169
h'oh boy yes. Seen how fast Genestealers move? How evasive they are? Your boys will die before they get a round of shooting in.
>>
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>>49924215
Oh well time to see how lucky they are :^)
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>>49924193
Tearing only rerolls one d10 of damage, so you roll 3d10, drop the lowest. That's hardly an RF machine just yet. Besides, what if not a bloody grenade should be the RF machine?
>>
>>49924362
Still a 50% boost in likelihood to hit RF, especially in a large AoE as part of standard gear. I don't think it's an awful change, I just think there are more elegant fixes possible.
>>
>>49924416
Not him, but I think that's exactly what I want out of a grenade. I might houserule mine to be 1D10+5, Tearing from now on.
>>
Is there such a thing as a tier list for only war? My group is discussing which specialization has the best chance of resolving the broadest amount of situations with their class abilities (aptitude advance cost is also a factor of course).

Obviously an operator given a good enough vehicle selection will be up there, but will likely be screwed the most if he cant use it so my money goes to tech priest just because of their flexibility.
>>
>>49924570
Tech-Priest
>>
>>49924570
Operators do pretty damn well on foot. High Agility+cheap Dodge is a hell of a drug, and they also get techy skills to boot.
>>
>>49924416
>>49924453
Wait, it was 1D10+10 that guy was talking about hey, so probably that one, although I don't like huge static mods... Hmm, I dunno.

Also y'know that's still only a 27% chance for RF right keeping the 2D10? Dropping it to 1D10+10 gives a higher average damage and drops the RF rate to 19%, if my maths is correct.
>>
So for bc, what would you consider the most important talents or gear to get for a Champion going melee?
>>
>>49924326
Just to clarify, they charge from 36 metres away.
They're rolling stealth at 60-70 before environmental modifiers, they see perfectly at night.
Whilst charging, they're at -20 to hit with ranged weapons, so overwatches are only of limited effectiveness. Score a hit? Neat, dodge on a 60 or less with 2x reactions per 'stealer.

Once in melee they're hitting with 1d10+7 Pen: 7 (Tearing), with lightning attack, multiple limbs and ambidextrous, RAW that means a minimum of two lightning attacks per round, although I've seen some GM's insist it means up to 4 (one for each limb, as per player characters circa DH2.0) .

Score a hit? Was it a bite? Toughness test or enjoy your new baby! Genestealer's kiss is real and unless you've got an advanced medicae facility on-hand; it's a death sentence.

Fear is also there, and another hoop the players need to jump through before they get to make a response.

Genestealers are campaign ending murder machines unless your players are either very highly leveled, supremely advantaged in numbers or terrain or phenomenally smart.

I'm not saying don't do it, just be aware of what you're pitting them against when you do it.
>>
>>49924570
Tech-priests can get kinda silly. Get tankier the more machine they get, tons of implants for all kinds of situations, tech skills out the roof, can bring along a servitor or two, even a fucking force axe that doubles as a staff of office so is more leniently let into "weapons-free" zones.

>close-quarters combat with our regiment's best squad
>playing an Ogryn, up in CC with Tech-priest
>want to humiliate the last dude alive for not coming prepared
>just unclip a frag and show it to him as I pull the pin
>neither I nor the Techie get a scratch
>>
>>49924614
I'm a fan of a grenade having a high average damage and a moderate to low chance of a crit. They're mook clearing machines; they should be effective at that imo, rather than 'fishing' for crits on a tough target, but then I like to go for the more cinematic route.
>>
>>49924629
Combat Master, always Combat Master.

Other than that have a read. BC is the easiest book to read I've found, because it has nice lists of all the Talents organised by God alignment, then in the Talents section it gives new lists organised alphabetically.
>>
Spooky shit to do in a hive world for an Ordo Malleus game?
>>
>>49924642
>1d10+7 pen 7 tearing
>1e genestealers
>>
>>49924684
>>49924570
Seconded on Tech Priest being top of tier one.
They're jack-of-all-trades and a master of some.

Whichever direction they specialise in, they will offer something unique and valuable, be that gear, talents, skills or a combination. Tech Priests are ridiculous if built correctly.
>>
>>49924861
I'm looking at Stars of Iniquity - got a scan of their most up-to-date stat line?
>>
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>>49924896
DH2e Enemies Without page 98
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>>49924940
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>>49924896
They got nerfed pretty damn hard m80.
>>
>>49924888
>>49924684
>>49924584
I pretty much agree but eating a penalty to parry thanks to all kit melee weapons being unwieldy kind of sucks.
Is there a way to work around it other than raising all other defenses? Ways to gain other balanced melee weapons would also be great.
>>
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>>49924966
If you want true terror in an enclosed space, use a lictor.
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>>49924996
Besides getting a power sword or similar? They are tech-priests and power weapons are advanced technology.
>>
>>49924996
Parry is really only important if you plan to Counterattack. Just raise Dodge instead.
>>
>>49925003
What about a Warrior brood? Since you seem to have these screencaps on hand, nigga.
>>
>>49925056
2e only has the genestealer and lictor.

Deathwatch remains the most complete in terms of nids, though other lines can have them in scenarios.
>>
>>49924996
Balanced power-sword with all the parry buffing mods? I'd still say it's more efficient to just raise your soak value, play smart and get a field save ASAP. This system does not cater well to making up for your weaknesses. Instead - minmax hard and try to always play to your strengths.
>>
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>>49925056
got you senpai.
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>>49925073
The problen is due to ows logistics system which means anything not part of your kit is a bitch to get. Unless Im missing somethibg other than stacking logistics buffs.
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>>49924823
Warp ghosts of dead workers doing whatever it is they did in life.

The sounds of machines sounding like voices.

Skulls everywhere.
>>
>>49925111
Commerce can help.
>>
>>49925104
I was worried until I realized it doesn't have True Grit.
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>>49925104
What the hell. And isn't this the most common unit short of the two 'gaunts?
>>
>>49925111
We like to have one character dedicated to getting everything the group needs and buffing deceive enough to get away with it.
Failing that I would say patience, and try to leaverage downtime correctly - roleplay some stuff out, take stuff off of slain enemies etc - you're Ad Mech - it's a lot of paperwork to blam you.
>>
>>49924823
Get descriptive as fuck. Thesaurus.com is your friend. Have daemons be esoteric and weird. Chaos is not a simple, easy-to-grasp thing.

The Dark Gods hunger in the depths of the abyss. The many-angled ones live at the bottom of the Mandelbrot Incantation. The Assessors of the Black Tontine pay your fellow hab-workers when they take you into the Warp, seizing your souls as part of a business transaction with some sorcerer you signed a contract of black, decaying skin and blood with. The Murder Room echoes through eternity, and may appear anywhere, anytime, waiting for some fool to stumble into it and become a serial killer that makes the mystery of Jack the Ripper easy to solve.

Go nuts. Figure out ways to do shit that is fundamentally wrong. See the molds that Chaos fills in the wargame and then break them. Bend rules. Have the daemons cheat.

Also plot hooks.

>Nurglite eco-terrorist witch cult is sabotaging Mechanicus forge lines. Nurglites make regular use of sorcery and rogue psyker powers that eerily revolve around nature, animals, weaponized plants, etc. Cult is primarily based around the hive's greenhouses.
>Gangers begin getting more and more vicious as a widespread street war escalates to unreasonable levels; civilians are deliberately targeted or abducted mid-shootout and entire blocks are being leveled with IEDs. The acolytes are put on the case to figure out where they're taking them and why, only to run headlong into a Khornate warrior-cult.
>>
>>49925161
Ripper swarms, and genestealers are both more common, but yes.
>>
>>49925152
What're you thinking for an easy kill? MP Lascannon or a missile? Accurate weapon shot from stealth? What's the lowest experience cost/easiest availability method that consumes minimal resources to bring one of these fuckers down reliably.

I can only think of a Long Las (that's the one with felling right?) with a shot from stealth to stack up aim bonuses/prevent a reaction.
>>
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Hey, just a small update after someone pointed something out a problem.

Mars Needs Women! (v1.2.10)
http://www.mediafire.com/file/lfbawnl8buxaoc3

Changelog
-Galvanic Caster Kinetic Hammershot round penetration improved from 3 to 8. This is an AP3 weapon on tabletop. Instead of properly converting AP3 to Pen 8, I caught the downs and just copied 3 in.
>>
>>49925217
My bad, just did the math. Assuming the full 3d10, even on overload it's not much of a scratch (assuming average damage rolled).

(3*5.5+5)-((8+10)-(4+5)=12.5 wounds on average inflicted, so x4 hits to bring it into crits, which isn't remotely realistic.

This thing is hella tough.
>>
>>49925217
Most heavy weapons will tear into it quite nastily, but Autocannons or harder-hitting ones are preferred, Long-Las would also do wonders on it on Overcharge for that 3d10-6 on a good hit, a few would plink it down quite fast.

Honestly a properly equipped squad could down one of these things in a focused turn or two unless they're complete Lasgun & Frag line-plebs, the worry is there'd probably be other bugs about I guess.
>>
>>49925356
Two direct MP Lascannon hits (assuming no talents to boost it) still only inflicts 43 wounds on average; they're pretty damn tough.
I'm not saying unkillable - but holy fuck are they mean.
>>
>>49925395
I count 50-60 wounds on average from two MPL hits unless I'm thinking of the wrong statline or going full retard here.
>>
>>49925422
I'm applying soak.
(5*5.5+10)-16
>5d10 each averaging at 5.5
>+10 for base damage.
>37.5 damage
>50 Toughness, Unnatural Toughness +5.
>Natural Armour (8)
>Penetration: 2
>Overall soak of 16. (18-2)
>21.5 damage per hit.
>>
>>49925264
That's a pretty model, what did they do to that head and weapon?
>>
>>49925518
Erm, I think the Lascannon has a little bit more than 2 pen, anon.
>>
>>49925988
It's a conversion kit, they're forgeworld peltasts.
>>
Hello, I believe I found a Black Crusade editable Character sheet, so if anybody needs it, here it is.
>>
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fuck why didn't I remember phosphex never burns out

now we have a problem
>>
which planet is the best planet to live on, and why is it Q'sal?
>>
>>49927433
Because you actually have a pretty nice life if you were born there and are not a slave.
>>
>>49923765

yep, i would've if the group diddnt fall apart right after.
>>
>>49922955
>>
>>49916606
I like the idea, but I only skimmed it. I also recognize the layout from the Cascadians and the MAG guys.
>>
>>49928054
Those are both me, yes.
>>
>>49914384
Is there a homebrew or official book that lets you play as a Custodes?
>>
>>49928328
No.
>>
>>49928328

Not yet. Give it time though, I'm sure a certain someone won't be able to resist making them playable.
>>
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Need help with OW. I want to implement pic related in my game. How do I do so?

There are a couple issues I can see. My players are playing drop troops fighting Orks, but have no IC reason to be on drugs. Maybe they could be fighting a Weirdboy that turns out to be manipulating them into thinking this way? Also, won't my players figure out they're still playing OW if I tell them to bring their sheets and each of the Carebears has a companion?

Any ideas on how to implement this into an ongoing game?
>>
Does Black Crusade not have a Counterattack?
>>
>>49929577
It does. Are you looking hard enough?
>>
>>49918719
>>49918567
>>49918555
Leadership has far fewer applications compared to any other aptitude save psyker, and without the power that Psyker brings.
I've thought about doing the same thing.
>>
>>49922508
>a dumb way.
>getting mobbed by a pile of dudes because arrogance is dumb
No, anon, you aren't a space marine, you were just stupid yourself. You should have had the sense to run, or at least drop a smoke grenade at your feet.
>>
>>49923867
The book does give all manner of precedent to "if you do it wrong, enemies get a bonus to dodge".
Going full faggot with your hurr RAW bullshit should get you kicked from every game group forever.
>>
>>49927165
Amused.
>>
>>49929577
If it doesn't I should call one of my old players and call him a cheating motherfucker.

He killed everything I ever threw at him with that.
EVERYTHING.
>>
This may be petty, but what do you do when you find out that everything your pc can do, others in the group basically do it better?
The group at it's basics have all the archetypes covered, and due to xp spending, are just better at it than I. What I did have going was a strong connection base, knowing people and who to talk to, but due to shit happening, that is also being slowly stripped away, and further, what I wanted to become is now out of reach.
I've never struggled to find a place in a game before. It's a shittier feeling than many I've had in this hobby.
>>
>>49930452
Even himself?
>>
>>49929516
>There are a couple issues I can see. My players are playing drop troops fighting Orks, but have no IC reason to be on drugs.

There's a ship component in the Rogue Trader book Hostile Acquisitions that pumps the ship's air full of pacifying drugged fumes. Maybe the ship they were on on the way to the planet had one, and they're still high from the ship's air by the time they're deployed to the planet.
>>
>>49930452
Why did you not shoot him, repeatedly?
>>49930540
Or orders from high command? I mean, when you enlist, they shoot you up with tons of shit. Not hard to slip in something experiemental.
>>
>>49930497
What are the other people playing as?
>>
>>49930565
Gonna spoiler this shit.
Sororitas, choppy, social, fair bit of political pull
Adept Sage, all the knowledges, high medicae, shooty, does the purchases with-
Outcast Noble, shooty, choppy, social, noble from this world so a lot of political pull
IG Noble, choppy, social+leadership
RT desperado, wheelman, shooty, social
I am running an arbites seeker, and I basically do a little of all of the above, just not as good, and due to the politics of the world the game is based on, I've basically been fired from the arbites, losing that resource almost entirely. I wager it doesn't really matter, the arbites are toothless dogs on the world, and treated as such.
I have thought of retiring this pc and bringing in another, but I am on my third pc of this campaign, and everyone else is on their first.
>>
>>49930617
>6 PCs
Well no wonder there is a bunch of overlap.
>>
>>49930630
Mechanically, yes, in play, everyone has their own niche they've been able to find, and groups they have gotten in good with.
I haven't, and until very recently, was at odds with most of the party. Like I said in >>49930617, I didn't know the Arbites were shat on as an organization on this world, so I went with the assumption that in cover, I could wheel and deal among the people, and if shit got loud, have a fairly big cock to swing.
Shit did get loud, and the end result was my pc getting bounced from the force when he tried to use his authority.
The gm hinted this was going to happen, and I accept it, but I could hear my rather ambitious plans to take this character places getting flushed.
>>
>>49930497
Yeah, it sucks. Usually at that point I find a way to sacrifice myself or a reason to leave the party and make a new character.

>>49930617
You're actually missing a tech-y type, or a sniper/dedicated gunner.

>I've basically been fired from the arbites
Sounds like you're running DH, in which case you already are an ex-Arbitrator. You have to hand in your name badge when you leave to become an acolyte, so if you've been running as an active Arbiter this whole time that's kinda wrong. If you just have Peer (Adeptus Arbites) from your time in that field, then you can't really be "fired" from that, those are connections you've paid good XP for and represent your knowledge of the Arbites and how to socially interact with them, moreso than actual people you know.

>but I am on my third pc of this campaign, and everyone else is on their first
Eh, who cares.
>>
>>49930713
>tech-y type
Sage, with her 47 int and +20 tech use/security/etc has been covering that
>sniper/dedicated gunner
Sage, Outcast, Desperado have all been our dedicated sniper support/gunners
>You have to hand in your name badge when you leave to become an acolyte, so if you've been running as an active Arbiter this whole time that's kinda wrong
According to what?
>Eh, who cares
I do, because I hate the pc merrygoround as a GM, and it means that inter-pc roleplay comes screeching to a halt because of "The New Guy" syndrome.
>>
>>49930617
>>49930671
The Arbitrators are toothless on that world? Sounds like heresy. The point of the Arbitrators is to maintain Imperial Law, and keep the tithes coming; to that end, they have almost unlimited authority over just about anyone. Read the Arbitrator-focused rulebook from Dark Heresy 1e; they can literally convict someone of "Suspicion of Attempted Heresy" and execute them on the spot.

Sounds like the Nobles of that world need to be reminded of that. Heresy takes many forms, after all, and preventing the agents of the Adeptus Terra from doing their jobs certainly counts.
>>
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>>49930751
The Sage will no doubt be missing the talents and implants that truly make a proper tech-y char.

>According to what?
According to the lore, according to the book. When you pick a background it is exactly that, a background. Not you current job or anything like that. Your current job is greater than a full-time servitude to the Inquisition, you simply cannot commit yourself to any other aspect of the Imperium, nor are you allowed to. I mean really, how are you supposed to effectively serve the Adeptus Arbites when the Inquisitor could call you to another system entirely at the drop of a hat?

Is your GM new to 40K? Your whole group? I can't believe someone hasn't pointed this out already.
>>
>>49930794
Imperial politics are never so cut and dry, anon.
What you say is technically true (I have read Book of Judgment, and no, Arbitrators do not have free reign over members of the Adeptus, but must work within their strictures), however, that is, in practice, as stupid as >>49914468.
Even then, doing something about it is beyond the scope of the campaign.
There just happens to be 150-200 arbitrators total on this world, so the political pull doesn't exist in the slightest. I'm probably going to abandon the entire concept and go native scum
>>49930821
Anon, what you are actually talking about is a tech-priest, not a techy character. They are not the same.
As for your picture, it implies nothing of what you said. Fischig in Eisenhorn did not stop being an arbitrator because he was a part of an Inquisitor's retinue, he was in fact sent by his homeworld's precinct expressly to keep tabs on Eisenhorn in his capacity of being a member of the Arbites.
Your headcanon doesn't dictate other games.
>>
>>49930821
It's possible for them to be on detached duty from their organization - an Inquisitor might ask the Arbites to loan them the services of a crime scene investigator (Arbites Seeker), for instance, with the understanding that they'd be returned to the fold once the Inquisition no longer requires their services.
>>
>>49930867
Doesn't have to be a techpriest, can come in the flavour of a heretek as well. That is why I used the generic term "tech-y char".

And read the picture again. Read the wording. Here, let me show you.

>Backgrounds represent...groups that Acolytes come from
>COME FROM, not actively serve in

>backgrounds indicate an Acolyte's previous life
>PREVIOUS, not current

>an Inquisitor...forever changed the Acolyte's destiny
>implies that the Acolyte is now forever in servitude to the Inquisition, no-one else

>headcanon
>your GM, your party is just running off their own headcanon entirely
Wew lad.

>>49930876
A rare thing indeed, but sure, yeah. However, that would need to be something clearly set out and agreed upon between GM and player, which doesn't seem to be the case here.
>>
>>49930867
Also, Fischig in a DH game would be better represented by an NPC. He is there for the Arbitrator's means, like you said to keep an eye on Eisenhorn, he is not explicitly trained up to be an Acolyte of the Inquisition.
>>
>>49930867

What you say is technically true (I have read Book of Judgment, and no, Arbitrators do not have free reign over members of the Adeptus, but must work within their strictures), however, that is, in practice, as stupid as >>49914468.
That guy's character was being perfectly reasonable, to be honest. That sort of thing perfectly fits in with the way the Imperium works.

>Even then, doing something about it is beyond the scope of the campaign.

So change the scope of the campaign. The Inquisition's one of the most powerful organizations in the Imperium; they have the authority to judge even the highest echelons of the Imperium's bureaucracies. If you want to launch a coup and overthrow the Planetary Governor and his court, well, that's something that you're entitled to do as both an Arbitrator and as a member of the Inquisition, if it's something you feel is necessary.

>There just happens to be 150-200 arbitrators total on this world, so the political pull doesn't exist in the slightest. I'm probably going to abandon the entire concept and go native scum
Don't just look at the numbers of them, anon. Consider the other aspects of the situation. They'd have a fully-stocked Fortress-Precinct, along with enough weapons and ammo to man it, right? Those 100-200 are all hardened fighters, armed with the best gear the Imperium can mass-produce, right? If not, look into why; someone is interfering with the duties of the members of the Adeptus Terra, and that's Heresy.
>>
>>49930896
>Your headcanon does not dictate others' games
Ease your analpain, anon, it's getting unseemly.
You can interpret the rules however you want, it actually doesn't matter until you are GM. This isn't mechanics, this is background fluff, and you have had your One True Path nonsense shot down by other.
>>
>>49930938
>hijack an entire campaign for intra-adepta politics with will take more than the characters lifespan and no one else in the warband has a stake in
>the Adepta Terra is the one that signed the treaties with the nobility of the world limiting the influence of the Arbites in the first place
Anon, you are making so massive assumptions here that didn't even begin with the question, "Why are things that way on the planet?".
>>
>>49930990
So instead of addressing the actual wording of the book you're just going to keep crying about headcanon?

Look, my problem isn't with you doing it, my problem is with you acting like it's the normal thing. The book explicitly talks about backgrounds as being the Acolyte's past, not his/her present. So when you create a new character or teach others to create a new character, if you keep doing it in this way, I just want you to know you're doing it incorrectly. I mean it's fine, if you want to make some special situation as to why the character is still serving elsewhere in the Imperium etc, and you want to play such a special snowflake, but it's not how the book or lore intends things to be.

Think of all the characters in the Eisenhorn and Ravenor books, and just count up how many of them stay in their previous jobs whilst serving under their respective Inquisitors.
>>
I wrote up a custom chapter in Deathwatch

Whaddya think?
>>
are there any alternative warp encounter charts for Rogue Trader? the one in the core book seems a bit. shitty frankly. not exciting enough. and will get repetitive fairly quickly.
>>
>>49931023
The wording of the book doesn't support your interpretation, it allows you to make your own interpretation.
It isn't wrong, because it is fluff. It also doesn't apply to anyone except yourself and your group, but you are arguing it is the only possible interpretation. I'd rather watch an argument between American politicians, at least I have 2 people to laugh at.
>>
>>49931037
Look to Navis Primer.
Though even that can get tiresome, and in many cases lacks a lot of bite when the ship still has a fully functioning Gellar field.

Shipboard fires are as always fucking killer though.
Especially when your crew realises you're flushing tons of crewmembers into the fucking WARP, not the comparatively gentle Void.
>>
>>49931037
Navis Primer
>>
>>49931036
Edgy colour scheme, but interesting flaw. Mechanics are better than the fluff, which just seems like pretty standard guff I guess, but they support each other in a nice way.

>>49931043
I clearly stated how the wording of the book supports my argument, it's quite clear in how it is worded and what is intended, even the title "Background" supports what I'm saying. You're just turning around and going "nah". That's not much of an argument, friendo.
>>
>>49914407
I stared working on one, but I only ever finished notes and skills, eeally.
>>
Does Khorne profit/gain power from hatred, or rage? His followers seem all about the crazy homicidal rage, but can there be considered, spiteful followers too?

If he doesn't gain power from hatred, who does?
>>
>>49931116
>Does Khorne profit/gain power from hatred, or rage?
Yes, those are his main sources or power. What made you think that they weren't?
>>
>>49931080
Because your argument is an interpretation.
If it said, "the pc leaves whatever organization they were a part of prior to being inducted", then you would be objectively correct.
It does not, and so your interpretation remains exactly that. Why should I waste my time arguing someone's opinion? You are free to keep it, it doesn't affect anyone, and it's not wrong. Yet, it is still your opinion, and you are currently trying to foist it on others as though it were objective truth, and anyone who does otherwise from your opinion is wrong.
>>49931116
Both. Yes. Slaanesh as well.
>>
>>49931130
Okay, take those wording snippets, and tell me how you interpret them. Also, like I said, count up the characters from Eisenhorn/Ravenor who kept their old jobs, go on I'll wait.
>>
>>49931080
Yeah, the fluff is kinda bare bones, I wanted to make a chapter that comes in and flattens everything before fucking off again. I wanted them to have them at least be cool mechanically and a delusional space marine is a dangerous thing.
>>
>>49931149
>tell me how you interpret them
That someone is inducted into a warband, with their previous affairs settled enough that they can actively engage their new jobs. How that happens is entirely up to the Inquisitor/GM in question, because FFG was fairly good about not legislating how to 40k to it's players, always noting the fractured, individualized nature of the Inquisition.
>>49931149
>Count up the characters from Eisenhorn/Ravenor who kept their old jobs
How many actually had old jobs? Midas and Medea did, and in fact, Medea went back to it after her time with Eisenhorn ended. Fischig likely never stopped being on the books as an arbitrator, but his status was never explained. The swordswoman was obligated to return to her homeworld to pass on her blade to the next worthy bearer, but died before she could.
No one else's background or previous life was really explored, and the few that did, like Bequin did not have actual jobs or appointments to speak of.
So... yeah, I'm done. You aren't going to convince anyone else, and you don't seem to see where others can differ in their opinions, so good day and have fun with your game, anon.
>>
>>49931221
Yeah sure, I mean I'm not a fan of reading Space Marine books but my standout favourite moment was the Space Wolf in one of the HH novels going a bit nuts and killing his squad whilst experiencing a flashback, so delusional SMs are my favourite. Mechanics definitely are p cool.
>>
>>49931237
>Medea went back to it
>ie. didn't continue her job during her time as an Acolyte

>completely ignored Ravenor, who had 0 Acolytes who kept their old jobs

Again, I'm not saying it's an impossible thing, but what I am saying is that it's not the normal thing. Most organisations don't want someone who's not going to be focused on their job as they have to follow an Inquisitor's orders, and most Inquisitors aren't going to want their Acolytes mingling with other organisations where they could possibly leak info.
>>
>>49931003
>hijack an entire campaign for intra-adepta politics with will take more than the characters lifespan and no one else in the warband has a stake in
The job of the Inquisition is to purge the Imperium of heretics and rebels, no matter where they might hide. The other party members *do* have a stake in it, anon. They're members of the Inquisition, after all. You just need to frame it right. Tell them that there are traitors in the local government that need to be rooted out, and the Sororitas, at least, should be right on your side.

>the Adepta Terra is the one that signed the treaties with the nobility of the world limiting the influence of the Arbites in the first place
The Arbites are members of the Adeptus Terra, anon. It's the job of the Arbites to ensure that the Adeptus Terra aren't inhibited in their duties; that includes the Adeptus Arbites themselves. If traitorous members of the other Adeptus Terra want to stop them, well, there's only one punishment for traitors to the Imperium, isn't there? ;)
>>
Is becoming a possesed chaos space marine worth it? I know it will put your character on the clock, but that's not a concern. However would it be better to go khornate or undivided?
>>
>>49931445
Khorne
>>
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My deathwatch campaign was railroaded so hard yesterday

>Playing Deathwatch
>Playing the "The Emperor Protects" supplement campaign
>The players have just arrived at Aurum (the planet the first part is on) and have sought out the leader of the planet
>They have been told several times by npc and been showed from actions fo the locals that the culture on the planet is warrior-like and they have a high sense of personal honor and pride
>When they meet the leader, the Dark Angel Librarian insults him for being weak
>He (naturally) gets pissed and demands an duel "with only a weapon" at dawn
>Morning comes, both warriors get ready to fight. No armour and only a weapon
>Looks at the stats of the leader and realise he's really dangerous
>Both roll init and the leader wins
>Immediatly do a lot of damage to the librarian
>The librarian tries to push through a force dome around himself
>Fails and flies up 9 meters into the air
>Takes alot of damage upon landing as that kinda hurts in this game
>The consecrator in the team can't take it anymore and charges the leader before blowing his legs off with a thunderhammer. The onlookers are just stunned as the librarian tries to heal himself with a psychic power and has to roll on the phenomena table and produces the wail of a banshee.

The leader is now dead and I have no idea what to do now since the Imperium-Aurum relations just turned to hell

Might as well turn this into a guerilla campaign
>>
>>49931930
How the hell does a Space Marine lose a sword fight against a normal human? What, was the guy using a power sword or something? He'd be rolling, what, 1d10+4 damage vs the Space Marine's 8 Toughness, doing an average of 2.1 damage on each hit. Space Marines have like 20 Wounds. Meanwhile, the Marine would be doing 1d10+8 damage vs 4 Toughness, and would do an average of 9.5 damage per hit, against a typical human's 10-15 Wounds.
>>
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>>49931930
>Open the pdf to look at this guy's stats
>Come across this
>>
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>>49931980
This is probably the guy he was talking about.
>>
>>49931980
The guy does 1d10+10 damage per hit, 3 attacks with good weapon skill and may gain an additional attack after attacking and blocking

Plus the marine rolled kinda bad and the falling damage
>>
>>49932064
No it was darkblade
>>
>>49932064
Nope. He's talking about Rylus Darkscourge. Even stronger.
>>
>>49932083
>>49932092
Oh there he is. Second most wounds on a human I've seen on an NPC human.
>>
Are there any DH2 stats for Vindicares? If not, are there any more recent than DH1?
>>
>>49931930
I don't think you understand what railroaded means, but kinda amusing nonetheless. Welcome to the spontaneity that is GMing.
>>
>>49931930

Time for them to fight their way through a whole city of natives, with only a dozen or so guardsmen present. Should not be a major challenge with their advanced equipment, but that is assuming they have a way to get off planet. If you ran it by the book, they have been sent to demonstrate Imperial honor and ability. I doubt the Inquisition or the Rogue Trader that brought them in would be very happy/forthcoming.

And that is without bringing in the massive genestealer presence from the neighbouring village.
>>
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>>49930428
I am so so so excited to see where this all goes. Two of the grenades already almost went off during transport. The mechanicus turned one of the transport tubes into a object of worship cause the ship isn't on fire
>>
A player is impersonating our corrupted inquisitor to get word of his fall to the Inquisition.

I'm afraid gonna have to kill him if the Inquisition finds out, because if he's lucky, all the inquisition will do is turn him into a servitor for this offense.
>>
>player without bolt weapon training gets upset when the player whose character DOES have it lays claim to the looted solo bolter

For what purpose?
>>
>>49932919
Because some players are greedy fucktards.
>>
>>49932919
I don't know, man, everyone knows that Lasguns or Autoguns used properly can be more or less just as effective, all things considered. Presumably sounds like somebody who didn't like others getting bigger numbers, which isn't a good sign.

It's like those guys that call you a shitter for putting Legacy on your Neural Whip in BC.
>>
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>>49931116
>Does Khorne profit/gain power from hatred, or rage? His followers seem all about the crazy homicidal rage, but can there be considered, spiteful followers too?

Absolutely. Hatred and rage need not even apply. It's more obvious in older fluff than in newer fluff, and especially in Warhammer Fantasy, but Khorne is as much the god of martial prowess and (arguably demented) honour as he is of rage and murder.

So feel free to realize that concept of a cold, calculating khornite hashishin, as long as you follow the sacrament of bloodletting and don't dishonour yourself by means of poisons or sorcery. Or trickery. The last one can be a fine line for an assassin to thread.

Rage and hatred are only really moral goods from a khornite perspective if they make your struggle harder, your strength greater, and your glory ever growing. If it doesn't, you're really just a petulant child wailing at the world, wailing, and to be discarded.

In fact, if you possess a clarity of vision and purpose, killing without mercy but capable of ignoring that which does not concern you (weaker opponents, etc) you are likely regarded higher than one that just cuts down everything in a pointless rage. The whole idea of there not being any honour in cutting down the defenseless used to be a point about Khorne too, that has been forgotten in one-dimensional modern fluff, in favour of "blood blood blood, rrargh, blood, blood".

Khorne epitomizes personal sacrifice and prowess, and the will of the individual, and their ability to impose that will on the world by means of honest force, whether that is done by being part of something greater, following the orders of your (superior) superiors, or by you fighting the entirety of the world. Khorne doesn't care for your politics, and whether you're an anarchist or a fascist. Whatever works.

All of it contributes aspects within that warp that constitutes the totality of Khorne.

I want a Khorne sniper now.
>>
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>>49928328
>>49928402
>>49928493

Well, they better come out fast because I am starting to have a mighty need for Custodes action.
>>
Hoe much infamy would successfully converting Sister of Battle to chaos bring?
>>
>>49934811
Random mook Sister of Battle? Depends on how high your infamy already is, but not that much at anything higher than 40, maybe 1d5 in addition to whatever else you're getting out of the whole scenario at lower ends.
>>
>>49934811
Did you convert her with your dick?
>>
What's the edgiest, most grimdark thing that's ever happened in your campaigns?
>>
>>49936945
Several Exterminatuses on densely populated worlds.

Ordo Malleus campaigns are heavy shit.
>>
>>49936945
We sold a planet (secretly a necron tomb world) to a daemon
We were playing Dark Heresy
>>
>>49936945
We get into a shootout in a Scintilla marketplace. Our pyro psyker's use of psychic powers is noticed in public and several hundred citizens are rounded up for offworld transportation to the Penal Colony of Kommitzar in the Hazeroth Abyss for the crime of witnessing an unsanctioned manifestation of psychic power.
>>
>>49914384
Where would I find options for suppressing lasguns?
>>
>>49937314
Hey now, depending on your view, that's better than the standard field execution...
>>
>>49937456
Rogue Trader - Hostile Acquisitions have Whisper-Bolt Dischargers.

Makes a las-beam harder to see and hear. Perception-based Tests to notice suffer a -20 and can only be attempted at half normal range. Reduce damage by 1. Rare.

Personally, I like to make Lasguns more dynamic and flexible than other weapons, to give them a stand-out feature in the system, allowing things such as modifying weapons in the field by using modules, such as a Hot-Shot Charge Pack, or a Whisper-Bolt Discharger.

Things like that. Having special or different ammunitions for lasguns never made any sense.
>>
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>>49936945

Anything involving phosphex, allied casualties, one certain member of our crew, or some combination of the three.
>>
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So /40krpg/ I'm expanding a short blurb of a planet from my homebrew sector into a setting useful enough for a oneshot I'm running to introduce a pair of newbies to my group.

>Arcturus
>Space Dixie the Hive-world.

So, how would I work on that theme? What kind of things are compulsory to include to get that proper dixie feel?

Pic related.
>>
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>>49938099
For those non-Americans or those of us far removed from the South, would you mind explaining what the hell Dixie actually means?
>>
>>49938099
Necron cowboy
Bloodletter cowbow
Eldar cowboy
Space Marine from a chapter of cowboys
Tau cowboy
IG cowboy
Ork cowboy
all at the same time
>>
>>49938471
>https://en.wikipedia.org/wiki/Plantation_era

The guy you're responding to is like to offer you a very narrow white-man's view of the romanticized concept, but it's basically the mentality of those upper-class--and oddly enough, simultaneously lower-class with their rustic charm--people who still think that the Southern Struggle is a thing worth holding dear to the heart.

Just imagine any time the Confederate characters had a heart-to-heart during the four-hour epic Gettysburg film or Gods and Generals, and you basically have it.
>>
>>49938471
To my understanding (since I'm not American either) it's a nickname for the South because it's south of the Mason-Dixon line or something like that.
>>
>>49938099
There was actually a whole regiment of IG from a planet like that in Fire Caste by Peter Fehervari. They're even named Confederates.
>>
>>49938549
More precisely and usefully, it's a term for the Southern US, historically the former Confederate states, sometimes expanded to include Oklahoma, Missouri, West Virginia, and other states with a strong Confederate history. It's, yes, somewhat a romanticized view of the culture, but it's also a deeper look than people like >>49938532 would want to take.
>>
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My players utterly annihilated a small forward party of Skitarii and 3 Thallaxes in an unfortunate friendly fire accident.

How pissed mechanicus would be with them considering neither party had knowledge of presence of any friendlies in the area?
>>
>>49940459

Not very. Skitarii and Thallax are expendable. Now, Magi and Myrmidons on the other hand...
>>
>>49940489
I thought Thallax are pretty much irreplaceable?
>>
>>49940570

No, that's battle automata and robots you're thinking of. Thallax are just a power armor variant with a person's brain and spine inside. They're easy to make.
>>
>>49914407
I didn't start working on one per-say, but I plan to consolidate the entire line into a single supplement of sorts if you wish to use the 40k setting using the provided RPG ruleset.

My main issue is there's vast power differences between the books, beyond human vs space marine. Certain skills, talents and powers need a good once over, and I'm not going to be working on that until the ruleset is 100%.

I'll keep you guys posted at least. Even though the 40k roleplay books weren't the best, fun times can be had and that's what RPGs should be for.
>>
>>49918474
>>free action step
Just because Dnd does it, doesn't mean everything should.

Giving explosives a proven quality doesn't do more than make them more powerful in gameplay terms. Leave them as is
>>
How best would you make a Scout/Sniper type of character in Dark heresy 2nd ed? backgrounds, planet and such? I've never played it before, and am a little lost.
>>
>>49940713
You are late to the conversation, and are you actually saying that the incredible swingyness of frag grenades is alright?
>>49940797
You want a number of aptitudes that support the skill set:
Agility
Fieldcraft
Perception
Ballistic Skill
Finesse
The above allow you to have an easier time purchasing skills, talents, and attribute boosts to your relevant profession.
Beyond that, tech and intelligence can help you know the shit you need to know in order to identify what is before you. Take the time to read what skills do for you, go over the talent list a few times and write down things you think would help.
>>
>>49914384
Is there any severe bending of established lore I'd need to do to make a Guard unit that's almost exclusively supplied to Knight units? I'm thinking of making an auxiliary force--raised on the moon of a Knight Planet--that fight with Knights in question, and am curious on whether or not that's something that's super heretical for some reason.
>>
>>49941126
Every knight has an attending crew of men to service the knight and guard the pilot, so no, not really.
>>
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>>49925264

Hey Shas? Do you still have the rules you use for those transforming jetfighters in your games? The Macross-style ones? I kind of need them for...reasons.

Please?
>>
>>49940459
Play it up for a switch.

The players are all convinced that the Mechanicus are going to turn them all into servo-skulls, and practically run in terror of any Cogboy that comes along.

... the local Magos on the other hand, couldn't care less and is only encouraging this behavior for shits and giggles.
>>
What's a good place to find 40k RPGs?

Gamefinder threads are dead half the time and rarely list any when they're alive. The one RT game I found through there seemed promising, but the GM disappeared on the day of the game and hasn't been heard from since.

Roll20 suffers from a horrible interface - I wish people would give Maptool a chance. Even overlooking that, the GMs often seem like they don't have their heart in it and I can't even count how many players have the most godawful ability to read the room. I swear half of them are lolrandomXD and half of those that aren't are either super edgy or play the same character in every game.
>>
>>49944689
Have you tried making offerings to the dark gods?
>>
>>49938471
What book is this fine piece of artwork from?
>>
>>49944724

No, and I'm not really into Black Crusade, either.
>>
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>>49940459
If they only damaged the fleshy bits, armour plates, and a few less-valuable tech-arcana, then the local Mechanicus will probably chalk it up to "regular wear and damage".

But if they used melta weapons or looted the bodies, they might be in /proper/ trouble.
>>
>>49945054
You could try leddit.
>>
As a GM, I've got a question to field to other GMs.

How much Corruption and Insanity do you usually slam your players with at any one time, how often do you do so, and what is the appeal (if any) to doing so?

Furthermore, how crippling or debilitating are mutations to the PCs and their ability to get anything done in a game of either Dark Heresy or Rogue Trader? What workarounds have you found for complications that may arise, and what complications might arise from this?
>>
>>49945307
>How much Corruption and Insanity do you usually slam your players with at any one time, how often do you do so, and what is the appeal (if any) to doing so?
Generally, insanity is easier to find, especially if they don't have jaded, but it can be dealt with easier.
Corruption points is far hard, and never more than up to 5 at a time, because that shit WILL sink a pc without fail.
In turn, mutations in DH/OW can legitimately ruin a character beyond the ability to repair, and to me, are the single most dangerous thing a GM can put to the players. You don't get to burn fate, this shit happens, and depending on what you get, the entire setting WILL TURN ON YOU. At the very least, if it is noticeable enough, your ability to socialize without full body covering is cut to nothing.
I've noticed that players do not fear mutations as much as they should, likely because most have never dealt with them.
>>
Ok so the OW game I'm playing involves enemies that do nothing but corrosive grenades. My PC is probably going to die so I may as well begin planning for my next one. Whats the best way to not die from AP/TB ignoring damage aside from pumping my dodge skill?
>>
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>>49945307
It depends, but for "merely living in the Grim Darkness of the Far Future" I tend to hand out 1-2 per session on average.

For "meddling with things Man was not meant to meddle with", for good or for ill, 3-6 per session.

For "seeking power or truth at any cost", 6-12 per session.

Casual background CP/IP gain should serve to emphasize the horrible nature of the setting without constantly forcing a player to revise their character.

If players choose to seek power through any Forbidden Lore-type route, let them, but hand out the CP/IP like candy. Make sure the benefits initially outweigh the downsides. Feed them suggestions, like "You know, you could graft that weapon to your arm and power it via your Potentia Coil," or "That ritual you discovered might allow you to pry the secrets out of him, even if he is dead".

Most PCs will pass their first Mutation test with ease, and a minor mental disorder isn't too hard to deal with. Soon though, they'll be in too deep.
>>
>>49945390
>In turn, mutations in DH/OW can legitimately ruin a character beyond the ability to repair, and to me, are the single most dangerous thing a GM can put to the players. You don't get to burn fate, this shit happens, and depending on what you get, the entire setting WILL TURN ON YOU. At the very least, if it is noticeable enough, your ability to socialize without full body covering is cut to nothing.

Is there a way to let a player reliably work around this kind of problem?
>>
>>49945520
You can let players spend their EXP to burn off their corruption/insanity (via surgery/hypno doctrination/prayer/counseling).

There are also methods (I forgot atm which book/setting they are from) for a character to pre-emptively protect vs corruption/insanity like some sort of memory loop where you don't accrue any points but you also don't retain any memories of the transpired events (including the earned EXP).

My players couldn't wait to get to the point of scrubbing their corruption out and it slowed down their exploits just enough for our games to run smoothly (they are so good they scoop up a bunch of EXP in most sessions).
>>
>>49914384
I just joined a rogue trader game despite not really knowing shit about 40k. I wanted to play a tech priest dude so I could scream about machine spirits and the weakness of the flesh.

Is there anything else I should know about the adeptus mechanius before I start?
>>
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>>49945520
>Is there a way to let a player reliably work around this kind of problem?

Surgery can pry mutations out of a character... for a time.

But this isn't a setting where the PCs get to live consequence-free lives. If they take Corruption, they are /Corrupted/.

I sometimes allow PCs to buy down Insanity points via therapy, penance, and prayer, but the penalty (aside from lost XP) is time. Minimum of three months of in-character time where they can do nothing else.

But you can never buy down Corruption or remove Malignancies. Never. You might be able to /alter/ them, but you can't cleanse your soul. Maybe you can find some kind of redemption, but you can never be saved.
>>
>>49945653
HEED THE TALE OF MAGOS ROBERTSON
THE FLESH IS WEAK
IRON ENDURES
https://forum.rpg.net/showthread.php?489083-Rogue-Trader-Into-the-Maw-or-How-I-Became-Incredibly-Wealthy


Other than that, Lexicanum entries (just browse around) or the book "The Lathe Worlds" from Dark Heresy should help.
>>
>>49945484
Kill them first.
>>
>>49945655
And then you start using Black Crusade rules and do things for the glory of the dark gods.
>>
>>49945653
>1. The Machine God is the font of all knowledge.
>2. You are an Explorator. By trend, Explorators are more lenient in matters of techno-arcana and matters of the Omnissiah.
>3. Also by trend, they make for great hereteks.
>4. Praise the Omnissiah.
>5. Binary Chatter is your friend. Talk smack about the meatbags when they're in the room.
>6. If you're on a Rogue Trader ship, you're on a crew of thousands and thousands of menials and laborers, plus the officer corps and specialists that help the ship run. Some of them are other techpriests. Odds are high you're the head techpriest onboard. Be wary of your subordinates, for they are your students in the ways of the Omnissiah, and depending on how far off the reservation you go, the more senior ones may grasp the implications and might not like your lack of orthodoxy.
>7. The Quest for Knowledge is paramount. Impress this upon your captain, and play the chief science officer role to the hilt. Study weird anomalies and stars and shit, and look for xenotech, archeotech and relics for anything interesting.
>9. Buff Your Fucking Lore Skills. That Is Why You're There.
>10. Also technical and utility skills.
>11. If you have a decent Ballistic Skill? Plasma guns. Praise the Omnissiah.
>>
>>49945711
They always get the surprise round, don't give a shit about friendly fire, and the map keeps the auspex from working.
>>
>>49945810
Charge/Run into the middle of them with a bunch of detpacks. Aloha Emperor.
>>
>>49945741
I mean, that's one option. If the entire group doesn't go down that path, it can be interesting to see how far one character is willing to go before the others step in... and the fallout from such a conflict.

You have to have the whole group on board with it and discuss it beforehand, but it can lead to some epic last stands and unexpected consequences.
>>
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>>49945957
>Aloha Emperor.

Wut
>>
>>49946164
>Aloha Emperor
>Aloha Snackbar
>Allahu akbar
>Suicide bombers

The joke
Your head
>>
>>49946138
And then how much of the previous character is still in the 'new' 0 corruption/unused insanity character.
>>
>>49945249
I was looking for serious suggestions, anon.
>>
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>>49931445
nah man, it's slaanesh time

faster warriors die slower
>>
>>49945307

The only ones who can really get away with having visible mutations are Navigators, since odds are they're going to be at least mildly mutated anyway. Even then, if they're heavily, explicitly mutated, it's still easy to get an angry mob on your ass.
>>
>>49946227
I must commit sudoku in shame.
>>
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>>49946416
Depends on the player, I suppose.
>>
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Thinking about a Vietnam inspired Elysian fly-boys campaign but I'm at a stump.

There are 5 players so first I though about a Valkyrie crew with a Grenadier squad - they fly in, drop them off to perform an objective and they work together in close support for various threats, like infantry taking out infantry with AA weapons while the Valkyrie crew thins out the higher concentrations of enemies and light vehicles. I would use predetermined specializations with the players choosing who they want to be - the operator as the pilot (with a co-pilot comrade), the heavy weapon guy as the door gunner (the comrade as the second gunner that can swap with him) and an officer, specialist and medic as the drop troopers with their comrades as back up for a small elite team of 6. The problem here is that how do I balance between the two parties, one on the ground and the other in the air, without taking too much time from the other, especially if I sometimes want to give them different objectives, like one having a dog fight and the other storming a bunker.

The second option was just crew the Valkyrie with the players and give them various missions, like fire support, drop offs, hot zone extractions, at least one crash where they have to get back alive on foot, etc with the occasional session with more intrigue and plot at the camp. The problem here is beside the pilot and the gunner I can't come up with any interesting roles for 5 people without going to co-pilot, co-gunner and spotter I guess ?
>>
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What extra Skill, Talents, Gear, and special rules should I give Iron Warriors Chaos Space Marines for my Only War campaign? Also any tips on tactics they might use against the PCs would be useful too.
>>
>>49948313
>Higher Toughness, ballpark it at +5
>More Wounds
>Lots of use of cover, anything to improve on protection granted by cover would be ideal
>The Eternal Fortress Maneuver where a fortified position turns out to be a trap because the Guard thinks there's something of value, and it turns out to be nothing but explosives
>Lots of trenches
>Regular use of heavy weapons like autocannons and Legion heavy bolters
>Good at close-combat - Siege warfare is basically trench warfare, and who's better at storming trenches than the Iron Warriors (except maybe the World Eaters or Death Guard)?
>Chainswords Out For Harambe
>>
>>49945215
The thallaxes are wrecked beyond any recognition as due to crits their ammo cooked off.
Further, the techmarine decided "haha! Time for archeotech!", critically failed his roll and burned the remains of one moderately preserved machine to cinders.

He also yanked off jump pack from one of the machines and is now lugging it around.
>>
Is there a way to get extra wounds in only war/dark heresy 2e?
>>
>>49949002
Sound Constitution talent.
>>
>>49949035
Jesus christ I'm such a fucking retard for missing that.
>>
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>>49946482
50+3d10 weaponskill
40+3d10 balistic skill
45+3d10 strength
35+3d10 toughness
30+2d10 agility
20+2d10 intelligence
20+2d10 perception
25+3d10 willpower
10+2d10 fellowship
15+5d10 infamy
Are you sure I'm the one who needs to run?
>>
Sup /40krpg/. I'm a GM for a Dark Heresy 2nd Edition game that's gone on for a while, and I need some tips. If the words 'trash knight' mean anything to you, you're one of my players and should stop reading.

I mean it.

No- no looking.

Bad dog.

You gone? OK.

He's not gone. I know he reads this general.

My game's obviously set in the superior Calixis Sector setting, and I need a good motive for a group of unsanctioned psykers and witches to be working with an Ashleen warband on Iocanthos, and how the Acolytes might hear about it. More importantly, I need a good way to make the Ashleen want the psykers around. Feral Worlders, and the Iocanthan Ashleen especially, are superstitious as fuck. Witches are Bad News. What would convince an Ashleen warlord to work with them?
>>
>>49938532
>White-mans view
Yeah, there are plenty of black people in the south who have a similar feeling as well. Civil war was not solely based on "muh struggle fo slaves" it was also about states rights and the right not to be fucked over by those who smugly felt superior.

The civil war would have ended faster too if the North wasn't so arrogant. They had the advantage in tech.
>>
Ok so how much leeway do you give your guys when it comes to screwing up so badly that the party tpks for it?

Basically its an Only war campaign and they had some guests over at base and the ratling wanted to rob them because muh roleplaying. Unfortunately the fuck made good rolls and actually got into the secure area that I expected it to fail at some point. At the last leg I told him that the container was locked and the security check was pretty much unwinnable for him.

Greedy and defiant fuck as he is, he decided to smash the box open and lo and behold there is now an Eversor on the loose.

I was saving it to be used for a mission where they help deploy it against a major power in the campaign but now thats all up in smoke and likely everyone in the base will follow. Its night, half the base is asleep and some of the party are even wounded and in recovery.

Do I DM fiat this shit and pull a deus ex out my ass or do I punish the entire group for one man's dickery? As is I'm considering making an npc with a killswitch pop out of nowhere and make the Eversor go pop then blam the ratling afterwards but really, no matter how you look at it their regiment will be looked upon as that group that wasted an assassin at best or gets wiped off the planet at worse.
>>
>>49949571
Have the enemy advance attempting to take advantage of the confusion, their Commander gives them the new job of being Eversor-Bait, drawing its attention, and then moving into the enemy forces so when it either loses them (or kills them), it'll then do its fucking job.

Make lemonade out of those murder-lemons.
>>
>>49949571
> As is I'm considering making an npc with a killswitch pop out of nowhere and make the Eversor go pop then blam the ratling afterwards but really

A single Eversor is worth infinitely more in resources than an entire camp of Imperial Guard, regardless of Regiment or makeup. Assassinorum Adepts will most likely go through any lengths to keep the Eversor in tact, even if that means leaving the poor bystanders to die. That being said, Eversors aren't completely bonkers and, especially if they already have a target programmed into them, might not stick around long enough to kill everyone about.
>>
>>49949571
It's 40K, dude. Kill them all, then have them roll up new characters that take the place of the last.
>>
>>49949406
The sense of pride between the 2 groups has a different root, and different implications, anon.
>t. a Southern Black
>>
>>49949598
The problem is that its standard procedure for Eversors who wake up without pre programmed paramaters to assume that they have fallen into enemy hands and proceed to begin killing everyone in sight with no exceptions.
>>
>>49949301
The warlord is a puppet. Do remember the situation on Iocanthos is maintained because it is beneficial. Rather than the party hearing of rogue psykers, have them investigate a meteoric rise in this warlord's status that is threatening the status quo, and the warband is the closest group around to look into it.
>>
>>49949632
>GM pulls a deus ex by already having the rage killer pre-programmed.
>It angrily closes the lid instead of fucking the space hobbit up
>Space hobbit proceeds to try and steal the Executor pistol

Every time.
>>
>>49949571
Eversors need to have targets programmed into them, otherwise they are kept sedated.
You could simply have it wandering around lost in the wastes, and they need to find it.
>>
>>49949668
Hasnt been programmed yet since its was meant to be a tool to deal with whoever leader the guard doesn't kill. There were three major leaders and it was estimated that the Guard could easily handle one while the Eversor gets sent to deal with the stronger of the surviving two.

Basically, I gave them a choice on which front they wanted to deploy in and OOC the eversor was there to give them a freebie to instantly eliminate an enemy they didn't want to fuck with.
>>
>>49943021
Speaking as one of his players, I can assure you that we all thought the Mechanicus was going to glass the entire continent and write us off as collateral while they absconded with an archeotech toaster.
>>
>>49949932
>was
>>
>>49930497
Have you talked to your GM?
>>
>>49932843
>
Either that or promote him if he pulls it off...
>>
>>49941126
The only thing to consider is that they are probably not actually part of the Astara Militarum, so you wouldn't see a lot of the specialists. On the other hand its probably easier to get the supplies you actually need from a smaller bureaucracy.

If said bureaucracy notices you at all - they are probably focused laser tight on the knight(s).
>>
>>49922955
story?
>>
>>49949571
I say play it out. Your PCs may surprise you again with a solution to the problem they created.

I'm a bit reminded of a comic I read a few years ago where a group of college-age supers spent about 20 issues saving the world from the mess they made. Young Avengers I think?
>>
>>49950452
>probably not actually part of the Astara Militarum, so you wouldn't see a lot of the specialists.
Depends on who's funding them and why. The nobles running the op might well establish an officer corps with commissar equivalents, priests, and whatnot, and techpriests will be all over an op like that.
>>
>>49949571
This is amazing opportunity for making the campaign memorable.
Let the eversor loose
>>
Hey, /tg/, i'd like to introduce magnetic accelerator, sonic and electric-arc guns in the armory of the Imperium for a game of Dark heresy. Since two of them already exist and are used by humanity today (Mag and Sonic) and another is theorized, i liked the idea of introducing these toys in the hands of the characters.

This is what i have so far:

MAG WEAPONS
Railgun: Class Basic, Range 200 m, RoF S/-/-, Dam 1d10+4 I, Pen 6, Clip 20, Reload Full, Special Accurate, Av Rare
Coilgun: Class Basic, Range 200 m, RoF S/3/10, Dam 1d10+4 I, Pen 6, Clip 30, Reload Full, Special Accurate Unreliable, Av Very Rare
Gauss Rifle: Class Basic, Range 300 m, RoF S/-/-, Dam 1d10+6 I, Pen 6, Clip 20, Reload Full, Special Accurate, Av Very Rare

- I basically took high end SP weapons (like sniper rifle) and boosted them with penetration and accuracy, nothing too fancy.

Cont.
>>
>>49949668
Best fucking mission idea ever.

>You're the motherfucker who let that thing out? Congrats, YOU get to go find it. Good going, shorty.
>>
>>49950953
ARC WEAPONS
Arcpistol: Class Pistol, Range 20 m, RoF S/2/-, Dam 1d10+2 E, Pen 0, Clip 12, Reload Full, Special Inaccurate Shocking Haywire (0), Av Rare
Arc Rifle: Class Basic, Range 60 m, RoF S/3/-, Dam 1d10+3 E, Pen 0, Clip 18, Reload Full, Special Inaccurate Shocking Haywire (0), Av Rare
Arccannon: Class Heavy, Range 90 m, RoF S/3/-, Dam 1d10+5 E, Pen 1, Clip 30, Reload 2 Full, Special Inaccurate Shocking Haywire (0), Av Very Rare

- I took Las weapons as base for damage, and firing rate since i suppose the energy discharge made possible by a energy pack would be about the same, but without the chance to have variable setting as the arc would be already unstable enough to maintain, also lower range for the same reasons. Also impossible to aim for the electricity arc is a little chaotic. The good stuff come from the shocking quality and the haywire (0) (meaning that everything hit by the weapon suffer the haywire effects table).

SONIC WEAPONS
Sonic Pistol: Class Pistol, Range 30 m, RoF S/-/-, Dam 1d10+2 E, Pen 3, Clip 6, Reload Full, Special Felling (1) Shocking Spray, Av Rare
Sonic Rifle: Class Basic, Range 100 m, RoF S/-/-, Dam 1d10+2 E, Pen 3, Clip 9, Reload Full, Special Felling (2) Shocking Spray, Av Rare
Sonic Cannon: Class Heavy, Range 150 m, RoF S/-/-, 1d10+3 E, Pen 5, Clip 18, Reload 2 Full, Special Felling (3) Shocking Spray, Very Rare

- Lower damage than other ranged weapons, as sonic weapons are made to subdue rather than kill, quite a bit of penetration because sound waves, duh. The spray quality kinda give this weapon something unique, and also the felling quality because it's supposed to mess up with your innards pretty bad. I'm a little unsure about shocking to represent the fact that it scrambles your brain... is it too much?
>>
>>49950953
Out of curiosity, what is the difference between a gauss weapon and a coilgun? I thought they were the same thing.
Also you might want to come up with another name for the gauss weapons just because that's what they call necron green lasers for some reason.

Statwise it looks fine to me. They are strong, but I assume you are going to make these suitably difficult to find ammunition and care for. For the railgun you might want to have them require new rails every so often, unless you want to hand wave that weakness away.

>>49951031
Haywire for the Arc weapons is neat, but depending on your enemies they might become must-buys instead of just something fun. I might actually go with Concussive over Shocking for the Sonic weapons.
I'd increase rarity for all of these unless you want them to be a big deal in your setting.
>>
>>49951098
>Out of curiosity, what is the difference between a gauss weapon and a coilgun? I thought they were the same thing.

They are the same thing, i just thought that "Coilgun" sounds better than "Gauss gun" and "Gauss Rifle" better than "Coil Rifle". Just fancy names.

>Also you might want to come up with another name for the gauss weapons just because that's what they call necron green lasers for some reason.

Bad Necrons... I suppose i'll just switch to "Coil", then.

>Statwise it looks fine to me. They are strong, but I assume you are going to make these suitably difficult to find ammunition and care for.

Yes, i tried to keep them high up on the rarity chart for that same reason.

>For the railgun you might want to have them require new rails every so often, unless you want to hand wave that weakness away.

I assumed in the far future they could make the rail strong enough to sustain the stress, as long as you keep them single shot (wich i did).

>Haywire for the Arc weapons is neat, but depending on your enemies they might become must-buys instead of just something fun.

Higly hated weapons by followers of the Omnissiah... You know, i might rise the rarity another step, to represent that.

>I might actually go with Concussive over Shocking for the Sonic weapons.

I thought about that but i can't remember why i discarded that idea... Thinking it back, it might work.

>I'd increase rarity for all of these unless you want them to be a big deal in your setting.

I'll probably do that for all weapons.

Thanks.
>>
>>49950953
>>49951031
Gauss Weapons aren't efficient for projectiles with small diameters due to the effect of magnetic saturation. Railguns are fair game though (also they are not RoF limited, Gauss weapons on the other hand are.)

Arc Weapons already exist as weapons for the skitarii, check Mars needs Women if you want pretty accurate stats in relation to the tabletop.

Sonic weapons also already exist,
as rifle sized weapons like the Demerite Pattern “Screamer” Sonic Rifle in Into the Storm or weapons for gigantic war machines like the Ulator-class Sonic Disruptor.
>>
>>49951564
Gauss Weapons aren't efficient for projectiles with small diameters due to the effect of magnetic saturation.

How small are we talking about? Because i was picturing them as big ass sniper rifles.

>Railguns are fair game though (also they are not RoF limited, Gauss weapons on the other hand are.)

Basically all sources i found said that Railguns the heat generated is very detrimental to the rails and letting them cool is needed. Meanwhile Coilguns (or gauss guns) can sustain it, but are more complex to make and keep as the coil is more elaborated. How is that wrong?

>Arc Weapons already exist as weapons for the skitarii, check Mars needs Women if you want pretty accurate stats in relation to the tabletop.

>Sonic weapons also already exist,
as rifle sized weapons like the Demerite Pattern “Screamer” Sonic Rifle in Into the Storm or weapons for gigantic war machines like the Ulator-class Sonic Disruptor.

I'm going to check those out right away
>>
>>49951564
>Disruptor.
ofc meant Destructor
>>
>>49951645
I clearly fail at formatting text
>>
>>49951645
Larger diameters than current day tank cannons.
Doesn't mean it doesn't work with them, they just tend to be less effective. On the other hand you have to build the rails of railguns rather massive if you don't want a single shot weapon that requires a change of the rails every few shots (or have some imaginary element that is electrically and thermally extremely resistant and conductive, maybe adamantium?)
>>
Dear 40k general, have you tried alternative systems to ffg's? How did it go?

I've been having so much fun with Rogue Trader: Apocalypse, a PbTA hack for Rogue Trader. So much fun I hacked "World of Dungeons" to fit Dark Heresy.
>>
File: 1446010315261.png (698KB, 764x1080px) Image search: [Google]
1446010315261.png
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>>49941126
It wouldn't be an Imperial Guard unit as has been said. However, it wouldn't be strange at all for Imperial Knight Houses to raise Men-At-Arms trained to the standards of Imperial Guard units (possibly even higher since they might train even smaller numbers of troops) to serve as auxiliaries and support to the Knights themselves.

It's an interpretation I've been running with personally, with the Men-At-Arms generally performing recon on the battlefield and guard duty whenever the Scions are not donning the Knight Armours.
>>
Any books that focus on civilian life of a hive worlder or something similar?
>>
>>49951942
Less effective than what?

The resistant imaginary element was a given when i thought about introducing these weapons as a viable option.

>>49951564

>Arc Weapons already exist as weapons for the skitarii, check Mars needs Women if you want pretty accurate stats in relation to the tabletop.

>Sonic weapons also already exist, as rifle sized weapons like the Demerite Pattern “Screamer” Sonic Rifle in Into the Storm or weapons for gigantic war machines like the Ulator-class Sonic Disruptor.

Arc weapons on Mars needs Women are very heavy handed damage wise, i don't know if i'm comfortable with those, as i want them to be cool options, not "OMGMUSTHAVEALLOFTHEM".

I was very close in all stats for the sonic rifle... I am not sure about the Tearing quality, i feel the concussive+felling works better to describe the sound attacks qualities and also gives sonic weapons their own personality. Also doesn't the spray quality makes more sense, as sound waves hit many targets in the cone of sounds?
>>
Since the Newcrons exist, would it be theoretically possible to play one in Rouge Trader?
>>
>>49952561

Fear and Loathing in the Eastern Fringe, in the OP, has you covered, senpai
>>
>>49952561
There are homebrew rules for doing so, yeah.
But why the heck would a necron participate in adventures like that?
>>
>>49952534
>Arc weapons on Mars needs Women are very heavy handed damage wise, i don't know if i'm comfortable with those,

Because arc weapons are officially heavy weapons on the tabletop. You seem to want nothing more than a modded lasgun. Look up techxorcism rifles, they may fit what you want.
>>
>>49952509
It depends on how you WANT the sonic weapons to work. Directed energy (sonic) weapons exist now that can either be "fuck that guy and everyone in the same 45 degree arc" or "fuck that guy and ONLY that guy"
>>
>>49952534
>Railgun
Less effective than small calibre railguns (by a considerable margin). As already elaborated that is due to the fact that railguns aren't saturation limited.

>Arc
Well that's the form arc weapons exist in 40k.

>Sonic rifle
It doesn't seem unreasonable, but so far all sound weapons with AOE that exist in 40k are of gigantic size.
>>
>>49952590
Find treasure, see the sights, fuck hot alien bitches.
You know, the same reason anyone else does it.
>>
>>49951098
>what's the difference between a guass rifle and a coilgun?
They both use magnetics to propel a projectile, but with a railgun the magnets go straight down the barrel, while with a coilgun the magnetics go around the barrel in a spiral.

From the perspectives of game mechanics? Nothing different at all, they're both just magnet guns.
>>
>>49952643
>Find treasure, see the sights, conquer hot alien bitches.

Makes more sense for a necron
>>
>>49952673
Also acceptable. Really it's just a difference between fucking them with a flesh dick and fucking them with a metaphorical dick
>>
>>49948192
I'd suggest that you make the players play two characters, one in the grenadier squad and another on the walkyrie.
This way you can have more varied sessions (alternating between ground and air scenes), and have a player intervene even if his primary character is out.

For the Valkyrie crew, you can have something like:
>Pilot
>Gunner (give him the radar and a chin gun)
>Tactical officer (got a nice computer screen and acts as mission control for the squad, as well as the link with the command center)
>Low ranking enginseer (door gunner n°1)
>Free spot (door gunner n°2) Either a radio, a remembrancer (reporter), an old veteran, whatever you or your players come with.
You wouldn't use comrades for the Valkyrie crew in that case.
>>
>>49952670
A railgun uses lorentz force.
A gauss gun uses magnetic force.
While saying they both use magnetics isn't wrong per se, it's a dramatic oversimplication.
>>
>>49952614

Yeah, those are great. Thank you very much.

>>49952628

Uhm... should i give them two setting: focused for tearing and spray or make two different version?

>>49952632
>Railgun

Ok, i'll work on that.
>>
>>49931036
I like it. Especially the flaw, it pushes all my roleplaying buttons.
The color scheme made my eyes bleed, though.

The flaw seems a bit harsh, in that its very open to GM fuckery and bad rolls.
You could make it so that they can regain fatigue when hallucinating despite the mutated catalepsean node. Ties to aspects of the chapter together, while making the flaw a bit more forgiving at short-term.
>>
>>49914407

Yes, I've written up every talent in DH2/OW/RT. If you want to play different styles of games you simply use a different chapter which applies different mechanics (like PF/ship roles for RT, subtly/influence for DH2, regiments and comrades for OW, etc.)

All enemies will use the same talents/traits and stuff. So you won't get confused between books and systems.
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