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/40krpg/ 40k RPG General

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The Necron Has Joined Your Party 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.

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! (v1.2.10) (Mechanicus Skitarii and Taghmata for Only War)
http://www.mediafire.com/file/lfbawnl8buxaoc3

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

Does your party have a support crew? A couple of key NPCs that assist the players from the sidelines with minutiae and small business? Let's hear about them.
>>
>followers
Not really, even though deathwatch system allows it. I was thinking about giving one DA player a watcher in the dark at some point, but coincidentally causality rate of DA or their descendants is so high the DA quietly took interest in the issue.
>>
>>49956966
>Necron Has Joined Your Party Edition
That actually happened - our radical inquisitor cut a deal with necrons and allowed his bodyguard who went insane be transformed into one.
>>
>>49956966
Are you mentally fucking retarded?

Why would you start a new thread without linking the old one? I didn't know they let people in mental institutions have access to the internet but it's the only explanation for such a fucking idiot on the board.

>>49914384
>>
I just finished running a one-shot of Only War and it was pretty fun, but I kept the power level on the enemies down pretty low and the squad just stomped them. It was a coup by the PDF of an Agri-World's governor and they were fighting mostly local partisans and soldiers, so basic leather armor and autoguns. They were Catachans and they carved these mooks up with their machetes and flamers. I even threw a technical at them with a heavy stubber in the flatbed and they just cooked it with krak grenades before it got a shot off.
>>
What are some good talents to make a beastly melee character in DH2e? I've got Fellowship, Leadership, Offence, Social, Toughness, Weapon Skill and Willpower. No Finesse or Strength, which both seem important. Bonus points if you can guess my home world, background, role

I'm not too fussed about it. I intend to be a more diplomatic character anyway, but I'd love to be able to get stuck in and keep up with the other acolytes. I'm new to Dark Heresy in general.
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>>49958471

Crushing blow is mandatory, as is training for the more exotic melee weapons. There are some talents that boost all out attack, you can get those too.
>>
Is it just me or does Black Crusade pyromancy suck nurgle's rancid dick in comparison to Only War's pyromancy?
>>
>>49962825
Black Crusade pyromancy is total ass, especially when compared to the multitudenous powers accessible in all the more Heretical disciplines.
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>>49962860
Ok, I was wondering if there was some hidden thing I wasn't seeing.
>>
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So I've ran my first couple sessions of DH2E and I'm noticing something. My players with Accurate weapons are basically murderfucking the enemy with some lucky rolls and insane damage, while the Imperial Guard player who tried to roll up a total badass is falling behind in the damage dealing.

Are there penalties on sniper-type weapons at close range? Is there something I can do to set this guy up better? He's got a lasgun and a sword, is there some way to make them better beyond mono and red-dot sights?

Slightly related, I found rules for shooting INTO melee, but not rules for being engaged in a melee but firing at a target outside of it. Any advice?
>>
>>49963714
Unless if it is actually in melee, no. Have more enemies, but make them weaker. Tox dispenser and higher power settings on the lasgun. Accurate weapons are good for taking out one (1) target every turn, remember that.

Unless if you're shooting into another melee, no penalty.
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>>49963739
Also, accurate weapons get the insane bonus only if they aim. If the guy has to move, it's just a regular gun.
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>>49960619
Thanks anon, I was eyeballing that one. Inescapable Attack might go well with all of that too.
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>>49958471
Blademaster is fantastic. You'll never miss.
>>
Navigator with 50 Strength/Toughness, Fear (1), Regeneration and 16 wounds, here. In our first session, we encounter an artifact-possessed Navigator with power fists slinging psychic energy everywhere and raising the dead. The Void-Master drops her gun, and charges the big bad unarmed in an attempt to remove the offending artifact, getting herself surrounded by three zombie crewmen in the process. The next turn she's knocked unconscious and set on fire by a hellgun blast, whereupon we drag her burning body into a side room and seal the door.

The only one who got shot more than the Void-Master was me, but between soaking 12 damagefrom armor and toughness and regenerating 1 wound a round, I came out unscathed, while she had to use her last Fate point to get back to -2 wounds after being treated by our medically-inept medicae.

How do I politefully tell her to let me do the stupid melee shit?
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>>49964198
"Let me do the stupid melee shit."
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>>49958471
Crushing Blow, Devastating Assault, One On One, Inescapable Attack, Double Team, Blademaster, Hammer Blow, Swift Attack, Lightning Attack or Whirlwind of Death for attack.
Hardy, True Grit, Combat Master, Step Aside for defence.
Get Ambidextrous and Unarmed Specialist if you want to rekk shit with your BEAR HANDS.
>>
>>49964377
>No Frenzy and Battle Rage
>>
>>49964377
I'll definitely be picking most of them up eventually, but what should I go for first? Crushing Blow seems like a no-brainer since it's so cheap for me, but what next? Maybe something to provide extra defence? Thanks for the reply by the way.
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>>49964431
This, Frenzy has downsides but with Battle Rage it becomes amazing.
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>>49965123
Also to consider is that the bonuses and penalties from Frenzy are to the characteristic itself, not tests meaning that you get +1 damage and soak at least. +2 damage if you have Crushing Blow and your WB is an even number.
>>
>>49965078
Step Aside and Devastating Assault.
Also these >>49964431
>>
Last session I DMed the party got captured by a Genestealer, they got out and their Inquisitor got them medical attention after two other medical stops failed to spot anything wrong.
My question is how many Corruption Points should I assign? I don't want to be a dick as I shouldn't have put two starting characters against a genestealer but they should probably have some from xeno filth infesting them like that.
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>>49965376
Give them ~5-8+1d5 Insanity points instead.
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>>49965376
No Corruption, that's moral and warp taint.
However I'd give them semi-persistent toughness or willpower damage.
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>>49965417
>>49965557
Thanks, sounds like their souls are safe for now.
>>
>>49956966
How does looting work in Dark Heresy?

I am aware of the setting and that we aren't your classic "adventurers", and we get income which we use to buy things, but what about the stuff we acquire without exchanging currency (you know the way)

We take only what we keep? Or items that are merely valuable and not useful can be sold off? Or we have to acquire an in-game fence?
>>
>>49965726
It works on the basis of 'what can you get away with' and 'what will the GM allow you to get away with'

Ask him about his attitude and policy towards this kind of shit
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I'm thinking of running a dh game based on rooting out heretics while recolonizing a world? Has anyone done a game that has revolved around colonization before?
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>>49966007
I think Colonization is more of a Rogue Trader ting than Inquisitorial, but still, Stars of Inequity is the only book that comes to mind.
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>>49960619
Which exotic melee weapons? Chain and power and what else?
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>>49966162
Unless you go for a specific build and/or are a --psyker, power weapons are pretty much the king of close combat, though it's probably useful (and fluffy) to make sure you've got a decent number of WT talents for when you can't get your hands on, or lose your ability to use that nifty power sword. Chain, low-tech, power and maybe shocking are good bets.
>>
>>49966007
Rogue Trader deals with colonization, but the rules lean towards a tantrum spiral, which makes sense since it assumes your colony is out in the middle of fucking nowhere with no readily available Imperial infrastructure to prop you up. What is more appropriate for DH than colonization, is containment. A planet, or even system wide cordon and quarantine. Labor camps going up, purging out nests of heretics/abominations, making sure no one in the chain of command (or 3rd parties) are cutting corners, smuggling things out, harboring fugitives. Consider what was the root of the planet going to shit, why the Imperium is devoting time, manpower, and resources to reclaiming it as intact as possible (lot of wiggle room there), and what comes after. Finally, no matter what made things in this part of space go to shit, it prolly corrupted people. Now, the Imperium is throwing more men at the problem, which means more targets for corruption.
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Is there any way to keep a chaos spawn alive that doesn't involve 24/7 maintenance?
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>>49968747
Leave it in the warp?
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>>49968747

Stasis field?
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>>49968747
Carefully and systematically reorganize it into a room-sized flesh carpet with a maw, hooked into warp-shock generators and Sarcosan wave generators that constantly revive necrotic tissue and regularly shoot it full of warp-lightning to keep it alive and in unspeakable agony?
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>>49969045
It is a chaos spawn, it is in unspeakable agony simply by existing.
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What's your favorite ordo of the big 3 and puritan or radical?
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>>49969066
But what's the point of having one if you can't add to its torment?
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>>49969363
Puritan Malleus, there's something to be said about those not only wilfully, but diligently ignorant to knowledge that would drive them to Chaos.

A lot of 'things man was not meant to know' vibes and actually quite commendable by some points of view, at least for the pragmatic puritans.
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>>49969382
That would be like adding spikes to a room filled with d3s and Lego blocks.

What's the point?
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>>49969363
Radical xenos, make all the meat shields you can of the other aliens, or more idealisticly, peace one day, sustained peace
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How do I 40kify the 2014 Gaza-Lebanon conflict without going full /pol/ or oversimplifying the nature of the war? I want to dump my DH group into a situation where they need to purge heresy against a backdrop where everyone involved on all sides is questionable at minimum, with none of the factions involved expressly being the heretical group in question.
>>
>>49970653
dump your DH group into a situation where they need to purge heresy against a backdrop where everyone involved on all sides is questionable at minimum, with none of the factions involved expressly being the heretical group in question

but don't make it the gaza-lebanon conflict of 2014
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>>49969363

ordo chronos
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>>49969363
I kind of like Radical Xenos and Puritan (preferrably Monodominant) Malleus. Both are great for fucking with what your players expect or can get around. A monodominant Malleus gives no shits and doesn't compromise, making him extremely useful as a roadblock in a campaign, although not an antagonist.

Radical Ordo Xenos, though, make for fun neutral NPCs. Gain their trust and you can use them as backup but also as a buyer for rare xenotech. Alternatively, somebody to dump it to, should it be unsellable and dangerous.
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>>49969363
Radical Xanthite teaching, of the Ordo Hereticus.
Chaos is a tool and it should be used. It is especially delicious to use Chaos in fighting Chaos. One of my characters I am playing in a BC campaign is a Radical Ordo Hereticus Inquisitor that is masquerading as a Pirate Prince and building a network of assets and resources to wage war on Chaos warbands in the Screaming Vortex in order to (secretly) help the Imperium.
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>>49972129
>>a Radical Ordo Hereticus Inquisitor that is masquerading as a Pirate Prince
So he's the captain of a ship, raiding other ships and planets to make money and empower himself, in charge of a crew of dangerous and evil malcontents. I'd say he's not so much 'masquerading as a Pirate Prince' as 'A Pirate Prince with pretensions of purity'.
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>>49972745
That's what most Xanthite Inquisitors end up being unless they die, Anon, servants to Chaos that firmly believe they're doing the right thing and stopping Chaos.

Corruption is a hell of a drug that can drive people into serious delusion.
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clearly, the only solution to combat the Star Killer is to revive the Astral Knights from their graves and fight on once more
>>
How I use tyranids?

My idea is to set the setting in a hive city and have a small splinter fleet land on it and swarm inside. Less about facing a horde on the front lines and more things coming through the walls.

My group hasn't decided on which game we're doing yet. This is less a question on how to use them in a system and more about how to display/use them accurately as a gm/storyteller.
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>>49972897
have you ever watched Alien (or the sequel)?
do that.
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>>49956966
Had this up in the doppel-thread that died, but r8 my infiltrators mates.

I've been making a lot of Guard units lately.
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>>49972897
Definitely run it like a mix of Xenomorphs and Zerg. Tyranids are supposed to be really scary. They're stealthy and frightening, but when they do decide to strike they strike with overwhelming force. They don't just come out of the walls, they drown the people in the rooms.
>>
>>49956966
How do I figure out if a monster is going to rape my Rogue Trader's party or be a mild inconvenience between dinner and supper? So far I'm running published adventures straight-up but I want to inject a little extra into them using monsters from the bestiary and other books, but I'm worried about picking a new beast too strong or too weak for the players.

Is there any quick way to figure out a monster's power vs a group of average rank X?
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>>49972819
>>49972745
Well, part of his backstory is that he was recruited as an orphan and trained up in the Inquisitorial version of a Cognitae school, then volunteered to have his mind locked and wiped before being sent into the SV. Our first session had him raiding a shrine world and coming accross a trigger word that unlocks his true memories and mission and now he is stuck in a 'dual-mindset'. But he is slowly and surely slipping, as evidenced, among other things, by the fact that Slaanesh is positively thrilled by the turn of events and is showering her gifts upon him.
>>
I heard FFG was dropping the line. So what does that mean for future editions of the products? is another publisher/developer going to pick it up?
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>>49974799
Might well be Games Workshop itself. Either way, I doubt that they can just republish the old books. We'd be looking forward to Dark Heresy 3rd Edition.
>>
So I had 3 player master race perfect number of players, but now one guy is dropping out. This game is Rogue Trader, a player is taking over to do a run of BC, and I was going to go forward with an Only War game.

So now we're down to 2 players and a GM, so Only War is probably not feasible. Especially as the leaving player in question REALLY pushed for it as an armored regiment, but now he's dropping and nobody else is really into the TANKS idea.

Now I'm torn about what system to use. My Only War storyline is somewhat salvageable into other lines with some work, but it might be better to just scrap it entirely.

Which system works best for a GM and 2 players? We'll probably try to recruit but I'm not optimistic considering we go full NEETmode and play 4+ hours a day 4 days a week.
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>>49974974
Probably more Rogue Trader, no?

> Fairly powerful characters
> Makes sense & can afford to hire elite NPCs
> Large supply of mooks to throw at things, provided they do so intelligently.
>>
>>49975007
I mean, I won't say no to that, but I really don't care much for the Class system RT has. I considered Deathwatch but I've never touched it and I'm worried 2 isn't enough.
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>>49974974
Are you playing online or meeting up locally? I am currently looking for a game, any game.

Deathwatch is really heavy into combat and shooting and slashing opposed to investigation, from my experience. Bear that in mind.
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>>49975051
Local, sorry.

And I'm aware of that, but that's kind of how these guys lean anyways.
>>
>>49975102
It's ok, no harm in asking.

If they are in for the 'hack 'n' slash kill everything and then maybe ask questions' gameplay then nothing beats a space marine Kill Team.
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>>49972897

Keep in mind their utter lack of self-preservation. Tyranids don't know fear. They don't care if they get shot, they don't care if they could die. Most don't even have the facilities to process such. All they have is their drive from the hivemind, and the hivemind says KILL CONSUME REPEAT.
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>>49975034
I haven't played DW either but I understand that 2 is probably not enough either unless it's really run very carefully. Someone was telling a story of a 2-man DW game they had where one guy was trapped on a planet, surrounded by xenos/chaos (and low on gas) while player 2 was up in a space station, desperately trying to keep an space-station superweapon working and raining down judicious (not to mention accurate) orbital death in order to keep their compatriot alive.
>>
I'm going to try running a game of BC for the first time soon along with it being my first time DMing
is there anything I should keep in mind?
>>
Chapters:
Each Chapter introduces new mechanic(s) for using the system in a specific manner, as well as suggesting starting characteristics, XP and equipment for different power levels, also limits or expands species/home world/background/role choices.
Inquistion Acolytes - introduces subtly and influence
Chaos Acolytes - introduces alignment
Imperial Soldiers - introduces regiments, and comrades
Rogue Traders - introduces ship roles, and profit factor
Deathwatch - introduces Space Marine Chapters

Character Creation:

1. Choose Chapter (Space Marines/Chaos Space Marines/Chaos Cultists/Rogue Traders/Inquisitors/Only War Guardsmen)
2. Choose Species (Human/Abhuman (Ratling/Ogryn/Navigator (maybe?)/Xenos)
3. Choose Home World (gain traits/talents/skills/equipment)
4. Choose Background (gain traits/talents/skills/equipment)
5. Choose Role (gain traits/talents/skills/equipment)
6. Generate Divination
7. Generate Flavour (name, superstitution, demeanor, quirk, height, weight, age)
6. Generate Characteristics
7. Spend XP on aptitudes/traits/talents/skills.
8. Acquire Equipment

Skills
1. Gain skills from home world, background, role, divination, chapter, species, GM discretion and XP.
2. Gain skill from multiple sources (excluding XP) and improve skill by one rank.
3. Gain skill from multiple sources (excluding XP), and skill is already at max rank, gain Mastery (Skill).
4. Gain skill from multiple sources (excluding XP), and skill is already at max rank, and have Mastery (Skill), gain Talented (Skill)
5. Gain skill from multiple sources (excluding XP), and skill is already at max rank, and have Mastery (Skill), and have Talented (Skill), gain XP worth Veteran of skill.
6. Spend XP on skill, XP costs determinted by aptitude and rank, can only roll skill when it is Known, must buy each rank progressively:
Rank 0 - Known - -20
Rank 1 - Inexperienced - -10
Rank 2 - Trained - 0
Rank 3 - Experienced - +10
Rank 4 - Veteran - +20

...more to come, char limit
>>
>>49976763

Making an Action:

1. Choose appropriate characteristic
2. Choose appropriate primary skill(s), if any
3. Choose appropriate secondary skill(s), if any
4. Choose difficulty
5. Roll

Eg: Avoiding damage from incoming melee attack, player chooses to jump out the way or chooses to block the attack
1. Agility/Weapon Skill
2. Evade skill
3. Acrobatics skill or Athletics skill at -20
4. Challenging (+0) difficulty
5. Roll

Eg: Finding information about recent space battle between Imperium and Dark Eldar in Koronus Expanse: player could learn via gossip and vinetrails or studying information. Gossip on battle is looked down on so Fellowship at -10.
1. Intelligence/Fellowship (-10)
2. Lore (Imperial Navy)/Lore (Dark Eldar)
3. Lore (Imperium)/Lore (Xenos)/Lore (Voidcraft)/Lore (Kornous Expanse) at various, ie -30, -20, -40, -20.
4. Hard (-10) difficulty
5. Roll

Enemies/Reinforcement Characters
All enemies use the same rule system, and are identical regardless of which Chapter you are making use of, all talents, traits, skills and actions are identical, meaning no confusion when playing between Chapters.
Reinforcement Characters, which are intended to be temporary would not make use of Chapter rules (instead any equivalent benefits would be represented in their stat block), and therefore be usable between chapters too, allowing the use of a Space Marine in Deathwatch, Only War and Dark Heresy without rewriting the stat block each time.
>>
>>49976786


Equipment/Vehicles (incl. ships)
Equipment is also consistent, equipment have expanded traits that modify rarity based on Chapter. Example: Husk Rifle would have Dark Eldar trait, making it easier to acquire for Dark Eldar, and harder to acquire for others. Astartes Power Armour would have Astartes trait, making it nigh impossible for even the wealthiest Rogue Trader to acquire, etc.
New equipment rarity tiers, including Relic = specific (low) count of in universe, eg original writings of a Saint. Relic's are not usually rolled to acquire, rather gained in adventure or as rewards. Many relics (especially books) may have non-relic copies, which are inferior but similar.
Acquiring equipment has a number of modifiers (similar to Rogue Trader acquistions (optional/GM discretion?)). Primarily rarity, craftsmanship, and scale. Secondarily on locale and ability to acquire, location, population, connections, tests, time, etc.

---

Thoughts?

My intention is to write everything in a single PDF, and then I will go through all of the adventures that have been made and modify them to be run with the new system, making it easy for new players to pick up.
>>
>>49975600
Black Crusade is the highest power you can get in the entire 40k line. Remember that they have to get there first.

There is an assload of non-errataed errors and blunders in both the core book and splat books. Use logic and common sense.

If at all possible, don't mix human and marine parties because the ensuing combat encounter balance will just be a headache.
>>
>>49976935

DO mix human and marines because the RP inbalance will create fond memories.
>>
Question about Only War: Do regiments with Grenadier get extra grenades for the aux launcher as per reloads per weapon rule? And also do the ones that get the grenade launchers get two reloads for those?
>>
>>49976804
>Thoughts?
Just stop while you're behind. Nobody cares, and we've already told your ideas are awful and pointless, so you're just jacking yourself off at this point.
>>
What are the more extravagant purchases your characters have made, /40kRPG/? My RT Seneschal just found a locally grown coffee they like, and bought eight crates of said coffee beans, freeze-dried and vacuum sealed, for their own personal use, so that they'd have plenty of it out in the field and while exploring. Because fuck recaff, I deserve real, non-processed coffee.
>>
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>>49973621
Gave this a skim. I can't really comment on rules as I'm not big into Only War, but from a fluff perspective these guys feel very much like what old Inquisitorial Storm Troopers were. /Are, I can never keep whether or not "Scions Tempestus" have replaced Storm Troopers straight.
Anyway, I like the Metal Gear vibe, but considering an Inquisitor is involved in their training, why not refer to them as a special Inquisitorial detachment rather than a regiment of Guard? They seem to be highly specialized to do the sorts of things Inquisitors and other cloak-and-dagger types would need them to do. Guard Regiments are usually more front line types. Sure, you've got regiments like the Catachan who do Guerrila stuff, but they're still supposed to be out in a warzone for long periods of time. The Scorpions feel like they'd be likely to leave once the ground operations actually started, unless they were desperately needed to hit some particularly juicy target.
Maybe consider amping up the Inquisitorial angle? Does the Inquisitor who supervises their training have a particular Ordo or faction? It could be fun if they wind up at the disposal of seemingly sympathetic Inquisitors who actually want them to do some horrible thing. Maybe they've been subverted by Recongregators in the past and torn apart peaceful, stagnant, loyal systems in the name of strengthening the Imperium?
Heck, playing with the Metal Gear vibe, a fun campaign might involve the squad slowly realizing that high command is operating under some very shady orders and not giving them all the details, and then slowly realizing they're just pawns in some Inquisitorial politicking. They could even be trying to re-capture a Dark Age of Technology Warhound Titan from some renegade Hereteks!

Anyway, I like them. My 40k is about 30% Metal Gear at any given time, so kudos for the nice source material.
>>
>>49977742

Hmm? What's awful about it?

It's definitely not pointless considering how much demand I've seen for a single system.
>>
>>49977901
Their Planetary Governor provides them as an official tithe and the planet's now-Royalty Inquisitor is only "helping," train the tithe as a "favor," basically taking advantage of his new cushy lifestyle after a lifetime of service. He considers training these guys a good enough cause that it doesn't bother his sense of loyalty either, and I'm not sure I'd disagree with him. They're technically Guard and thus are--de jure, not necessarily de facto--only on the periphery of the Inquisition's jurisdiction.

The reason I made them Guard was more purely fluff than anything else. I guess I didn't want them to be just a different kind of Inquisitorial Stormtrooper, and they originally started out as stealth commandos for the Guard. The societal infiltration was still there, but the fact that their training was supervised by an old "retired," Inquisitor and their "cleansing," operations that cause them to often be seconded to Inquisitors and Interrogators was something added to their lore spur-of-the-moment as I was writing about them.

As far as what they do during the Imperial assault itself during invasions, after they hit their targets that they could reach during that particular night, they spend the rest of the time reporting very detailed coordinates of enemy positions and reports of their movements from behind enemy lines. Thus they can allow for airstrikes or artillery to directly strike objectives that were too difficult for them, and if it turns out there's something that they missed on the night of (a swiftly-installed AA battery, for instance), that gives the invasion trouble, a Lord General could command an action on that target and the Scorpions are in a position to do something about it from behind enemy lines.

1/2
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>>49977901
>>49978277
I like the idea of amping up the Inquisitorial angle, but I think I'm not going to do that in the core fluff and do that during the campaign itself when I put the players through it. The missions I've mentioned in their lore section aren't the only ones they can do, after all. My above post outlines stuff that wasn't in the document (but will go into it, thanks for asking me questions that made me fill in details I hadn't considered), and maybe your mission suggestions are exactly the sort of thing an Inquisitor might "borrow," them for. After all, their annals are full of missions that are more black ink than anything else.

I haven't considered their training Inquisitor's Ordo, but I probably should. I'm going to give that some thought.

And yeah, there was a lot of inspiration from Metal Gear. Thanks for the compliment on that, I think it has the right amount of pulpy adventure with tactical espionage that can feel very at-home in Warhammer.
>>
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Just kill me already, this is boring as all hell.
>>
>>49979752
Looks fun
>>
>>49979752
Is this a not-so-quick reference?
>>
>>49973621
>war...has changed
>>
So what are my chances of being able to play Black Crusade as a solo player with a GM. It is going to be sneaking and intrigue. Lots of thievery and plotting. Any chance for me to judt stack the odds by playing a charismatic socialite and just use things like the poison nail? Are there landmines or other types of traps available in this game? I hsven't read the whole armory section yet.
>>
>>49980560
Tech-Use on any explosive.
>>
>>49980588
So I will need a heretek. I will see if I can swing for an AI minion, or perhaps take a less face type approach, and go heretek myself. Thanks for reminding me of that.
>>
>>49980667
At least you remembered that minions can fill in for things you lack. If you go the psyker route, get a Tantor Mimic Mask.
>>
>>49980150
Looking to put RT and DH 2 together for an upcoming game and I want the rules to be printable. Working my way backwards from DH2 so I know what I need to update and what not.

It's more work than I expected it to be and I've just been reformatting text so far.
>>
>>49980698
I feel like I might need more than a few helpers if things go to crap. And I was thinking about being the apostate to make bring a sneaky and suave bastard easier.
>>
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>>49972129
But using Chaos to fight Chaos just creates more Chaos. And I don't mean that in some "you're as bad as they are" gay way, I mean that in literally you're just spawning more Chaos.

The irony is a radical ordos xenos inquisitor probably has enough knowledge of the warp via Eldar or anti-warp weaponry via Necron to combat Chaos effectively.
>>
I'm planning on adding a supremacy armor, because my players dont know when to run, so i want to see how they deal with the the meanest of the mean

how would i stat it?
>>
>>49980961
I think the riptide was statted in the Tau splat for RT.
>>
>>49981015
Oh wait, just use that for weapons, the actual stats of the thing are absolutely pathetic for what it is supposed to be.
>>
>>49979752
It's not supposed to be a +5/-5 for Homeworlds, anon. It's a roll twice, keep the better/worse roll.
>>
>>49981052
Oh right, I'm so used to point buy I forgot about that change.
>>
>>49978268
Ignore him, he's a shitposter. You're doing the Emperor'a work anon! I especially like the sound of what you're doing with the equipment tiers, as the current distribution makes no sense to me.
>>
>>49976763
>Rank 0 - Known - -20
>Rank 1 - Inexperienced - -10
For what purpose?
>>
>>49980946
That's kind of the point. I'm not saying my character is perfect, more that he is dead on one of those inquisitors that thinks Chaos can be tamed.
>>
>>49981668
For those times you are familiar with a concept or action, but only barely.
>>
>>49982626
Does everybody start buying skills from -20 to -10 to +0 etc? How much does that cost?
>>
>>49976804
By combining everything, you are making the common homebrew mistake of making things MORE granular.
Stop that, because it only serves people as familiar with the system as yourself. It's the same trap that shit like 3.pf fell into early.
Your skill setup is ridiculous, forcibly making players inept at things they haven't spent xp on is the height of stupid. It encourages minmaxing and pigeonholing of certain character ideas, do realize there is a reason why every game in the line allows you to use skills untrained with a penalty save lores.
There are also places, such as the Requisition rules, where I feel you are impinging on the GM's prerogative. It is their game, they arbitrate the secondary modifiers as they see fit. If you need to put rules to shit to shut down shitters, then the problem is the shitters forcing such rules.
tl;dr An alright attempt, but fraught with common homebrew problems while ignoring some of the more egregious ones (where are the rules for psykers, where are the rules dealing with outsized bonuses making skill checks nearly autopass even with the most penalties that can be stacked?)
>>
What book in the lines has the most info on crafting gear?
I want to go full mad scientist when it comes to equipment, but before I go about it, I want to know how hard the system is going to fight me.
>>
>>49981022

That's a funny way of saying it's been BALANCED, anon
>>
>>49983806
I'd presume so, but I'm not that anon. And probably a lot.
>>
For Post-Cataclysmic world regiments, do you have to select which Resistance the entire regiment gets or do players choose for each character respectively?

Kinda unsure throughout those books which of these multiple choice options are either.
>>
>>49984484
while it would make more sense for it to be common to the regiment if you are the gm you should do whatever seems more fun to you
>>
>>49984484
Certain things, like a regimental choice that lets you choose between talents, I let the players choose individually. But if it's something like a resistance granted by their world, I'd make them all vote on the same one.
>>
>>49984161
The biggest problem is they followed the barely founded TT mentality and made everything bigger than the XV8 a suit of armour with different effects, keeping the pilot's wounds value and the like.

I can kinda see the balance issues for making them vehicles on tabletop, but there is no reason for them not to be vehicles with a few extra rules in PnP.
>>
>>49983994
I also want to know this.
>>
>>49986600

They should have done what they did with the DH1 Dreadknight, just matching the battle suits in Deathwatch.

FFG's approach doesn't match the fluff OR the tabletop. When a riptide has a 10% chance to be one-shot by a Lasgun there's a problem.
>>
>>49983994
>>49986760

Crafting Changes with each system.
Don't know about BC but OW and DH2 are pretty much the same.
>>
>>49963714
You can only use pistols in melee
>>
>>49983806

At the moment in DH2 and OW you jump from -20 to 0. That doesn't really make much sense to me, it also limits the overall range of the characteristics since you start needing to use large modifiers to account for large bonuses.

Obviously since skill tests will be slightly harder the modifiers for difficulty on skill tests will be reduced and we won't get so many situations where it's -60 etc.

>>49983962
Many skills will be given to characters as Known. This is no different from the specialist system as it is except rather than some skills being specialist, other skills will be known. As well my introduction of primary/secondary skills allows the bloat of the Common/Forbidden/Scholastic (which is just Lore in mine) to be minimised.

Literally my skill system does address the outsize bonus thing so I'm not sure why you'd say that.

I do not understand your equipment complaint, that's like saying rarity shouldn't exist in the system. I am not going to design a system on the assumption that GMs will be shit, as well I do intend to have an annotated version that explains my motivations for rules so that GMs can arbitrate as they wish after all GMs rules are primary.

I've still to do Pskyer stuff yup. I'd be interesting to hear your thoughts and desires.

>>49981162
Thanks always nice to hear some positive feedback, the trait thing was taken from Soul Reaver Rogue Trader book where Dark Eldar's have an easier time getting DE gear.

---

My end goal for this is largely not to overwrite the current rules but simply to combine the systems in a way that's makes it easier to run for the GM and easier to play for the players, especially when playing multiple campaigns in the same system.

At the moment all I'm doing is the fairly repetitive task of writing up all the talents/traits and stuff from all the systems into a big giant spreadsheet. Then I'll probably do the armoury too, missing a lot of information I'd like to include.

Fucking Char limit.
>>
>>49987827
>Obviously since skill tests will be slightly harder the modifiers for difficulty on skill tests will be reduced and we won't get so many situations where it's -60 etc.

...so what's the point?
>>
>>49987318

No there's not. The tabletop is shit and has zero to do with the RPG. There is actual Balance here, where an infantryman can go up against a riptide, and with human spirit come out on top. They are an even match, which fits the RPG just fine.
>>
>>49979752

You're missing specific homeworlds:

https://docs.google.com/spreadsheets/d/1-SeiatwZl05792p4re7ofNUQH9u9Bnh3t5Xa27xtQ_4/edit#gid=0

Also I would include references even if it's in the core rulebook since you're doing between systems.
>>
>>49979752
What did you use to make that?
>>
Does anyone have the most up to date AAAAAA!: A Reckless Disregard for Human Life pdf?
>>
>>49987918
You know, it strikes me that I've chosen a particularly awful name in regards to archiving. Anyways, here's the old v0.3.

v0.4 is underway, with customizable valkyries, a couple new vehicles (mostly picked from old magazines, like rolling bunkers; also hovercrafts and autogyros), new gear and ammo meant mainly for independant action.
Also drop-related talents, and fluff like decorations and superstitions.

Delivery expected in 5-6 weeks since my RL work is pretty captivating these days.
>>
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>>49988703
Here's where the rolling bunker comes from, just for reference.
>>
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>>49956966
>Followers
Yeah, actually. My players are Ascension level, so I decided to give each of them a special NPC that they can send on missions, use as a resource, and customize a little bit. I did this in part because I realized that besides the villains, my game didn't have much in the way of re-occuring characters who were memorable or well liked by the players.
Anyway, the line up is:
>A mutant stealth operative for the Inquisitor. Saved from a life of slavery by the Inquisitor, she's fanatically loyal and subservient. She sees service to the Inquisition as a way of redeeming her cursed flesh
>An aged Sister Famulous of a scholarly bent who corresponds occasionally with the Interrogator. She has a massive web of connections with the upper classes and is an endless fount of information.
>The Desperado's daughter, a bounty hunter in training to take up his mantle when he's gone. She's fairly formidable in her own right, but young and prone to stupid behavior on occasion. Doubles as the team's back up pilot.
>S-1X, the servo skull. Adopted by the team's Mech-Assassin, S-1X seems to be an extremely advanced skull with a wide variety of useful programming. The Assassin insists that S-1X can talk and has a personality, but since they only communicate with each other in binary and he's more than a little crazy, the rest of the team is pretty sure S-1X is just a regular skull.
>>49988735
Man, that is spectacular. I wish someone would do a write up for a pre-bomb Fallout setting that incorporates all the weird "speculative weapons" of the 1950's and 60's.
>>
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Tell me about your last session. There are hardly any 40k stories as of late.

Keep it short (1 post max) please.
>>
>>49988920
Our squad rolled into a sleepy little town in a busted-ass Chimera to spend a week recuperating and repairing the thing while doing "guard duty" after a costly frontline attack that saw us clear trenches and an artillery position.

Instead we found the town slaughtered or taken by Dark Eldar, fought off a small contingent of them left behind, and my character had to try and console the only survivor, a little girl hiding in a wardrobe.

Instead of a week of rest, we now have to pursue a Dark Eldar raiding party in a vehicle not fit for combat, with my character's willingness to fight rapidly deteriorating, despite being a gung-ho zealous son of a bitch. The Tech-priest and the Psyker don't care, the bastards.
>>
>>49988920
A Severan Dominate vessel is saved from some marauding orks by our humble transport. As thanks, they send over an envoy and give our RT some really shiny armor, which is just enough to dissuade our greedy RT from blasting them to pieces. This amicability doesn't last long, though. While the two captains are chatting beside Lady Santoro's exotic space shrimp aquarium, our Explorator gets into an argument with the Ducal Legate over interstellar trade laws. It gets so heated he whips out a bolt pistol. He gets blown away, but luckily the traitor captain didn't like the old bastard anyways, so we're all cool.
>>
>>49989978
Different anon here, I am the GM and I can verify it went down more or less this way.

The anon I'm replying to neglected to mention this not only escalated quickly, but resulted in the death of an entire Severan Dominate special operations team that were serving as bodyguards for the Ducal Legate in question.

Who knew the Spinward Front would be such a great setting for a Rogue Trader campaign?
>>
>>49987847

I said the purpose, to expand the possible range of modifiers on the tests, while reducing the size of them, and to not make the first skill a giant jump between the second, etc.

Why is it -20, 0, 10, 20, 30 in DH2?
>>
I have two players for Deathwatch.

They've rolled a Librarian and an Apothecary.

I'm not sure if I should have a Tactical GMPC to fill the gap, let them each roll a second character and double dip, or just see if they can pull it off.
>>
>>49990668
Because some training means the world compared to no training, ya dingus.
>>
>>49990770
Tailor missions to match their skill set. Some of the best games I ran was for a two man kill team (it was a lib and an imperial fist though).
>>
>>49990770
A librarian in and of himself should be able to take care of most of the shit you throw their way. The apothecary is a perfect back-up. It depends on the player skills and demeanours, as well as character demeanours, but I see no reason tehy shouldn't be able to pull anything off.
>>
going to be part of a rogue trader game soon. I'll be playing the Rogue Trader. the basis of the game, from what I understand, is that a giant warpstorm is dissipating after raging since the Heresy. Inside is a sector untouched since that time that period. so we're apart of the gold rush/crusade to reclaim it for humanity

We have a nice Dauntless light cruiser. macrocannon batteries on both sides with torpedoes in the front. I've designed it for ruggedness, with a Melodium/Observatory combo being our one great luxury. I like to imagine it as a giant constantly changing music hall/speak easy. Along with me is two other people as PCs, an Explorator and a Senschal respectably.

My rogue trader comes from a Voystorian line, although he himself has never been to or seen Voytoria. He's the fourth son of the family. the true groomed heir and his father died when their flag ship was devastated. our current ship is built off the skeleton of that vessel. so. here's hoping for good times.
>>
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Guys help, I have an addiction
>>
>>49990854
>>49990888
I guess I'll see what happens. The Lib is a very experienced player and is going full melee shitkicker (But they both picked to go as a Dark Angels successor funnily enough) and the Apothecary is pretty new with only one game under his belt.
>>
>>49991123
Link to Medieval Cannon Fodder pls?
>>
>>49991123
Link to Inquisitor's Guardsmen, because that sounds an awful lot like my unit over here (>>49973621) when they're "borrowed," by Inquisitors; something that happens a lot.

Otherwise I'd like to see Rogue Trader's Pet Guardsmen, Sunset Riders, Vikings With Baneblades, and Useless Regiment, please.
>>
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>>49991272
>>49991349

Why not? Brings life to dead general for dead franchise.

Rest of folder for ref. Disclaimer: I didn't create the Fellouts. The sergal campaign guy did, who used a few regiments I made in his campaign (namely the Lesbians).
>>
>>49991555
I'm also down with Medieval Crusaders.

I'm afraid to see Female-Only Regiment and the Gun & Shield Regiment, but hit me anyway.
>>
>>49991272

Medieval Cannon Fodder was the original attempt at Useless Regiment, unfinished when I starting making that.

Characteristic Modifier: +3 Agility, +3 Strength, +2 Weapon Skill, +3 Willpower
Starting Aptitudes:
Skills: Athletics, Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Common Lore (War), Navigate (Surface), Parry
Talents: Champion or Double Team, Frenzy, Hatred (Chaos Cultists), Peer (Ecclesiarchy), Rapid Reaction, Sprint, Unshakeable Faith
Suspicious of Machine Spirits: -10 penalty on Common Lore (Tech), Medicae, and Tech-Use tests unless trained in skill.
Poorly Provisioned: Kit has half usual reloads for main weapon and half amount of rations. GM rolls 1d10 when a character successfully requisitions equipment, result of 4 or lower results in Poor craftmanship equipment.
Starting Wounds: +1
Standard Regimental Kit: Sword, Laspistol with 1 charge packs, knife, 2 frag grenades, 2 smoke grenades, flak vest, flak helmet, uniform, poor weather gear, rucksack, basic tools, mess kit with water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, cognomen tags, Imperial Infantryman’s Uplifting Primer, 1 weeks rations
Favoured Weapons: Laslock, Mortar


(3) Feudal World
(2) Choleric
(2) Light Infantry
(3) Crusaders
(2) Defenders of the Faith
(3) Warrior Weapons
(-4) Poorly Provisioned
Total: 11


(XX) Additional Equipment
>>
>>49991349

My Inquisitional regiment is pretty much a loose knockoff of the special forces from Jin-Roh.

??th “Iron Watchdogs” Special Operations Unit
Characteristic Modifier: +3 Ballistic Skill, +3 Willpower
Starting Aptitudes: Willpower
Skills: Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Linguistics (High Gothic, Low Gothic), Tech-Use
Talents: Air of Authority or Unshakeable Faith, Bombardier, Double Team or Combat Master, Resistance (Fear)
Close Quarters Experts: +10 to all Ballistic tests at Point Blank range.
Limited Numbers: +10 Logistics test required to replace fallen comrades, -20 test if most of regiment is deployed
Starting Wounds: +1
Standard Regimental Kit: Compact lascarbine w. aux. grenade launcher, 4 charge packs, Mono Knife, 1 frag grenades, 1 krak grenades, light carapace Armor, uniform, poor weather gear, rucksack, basic tools, mess kit with water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, dogtags, Imperial Infantryman’s Uplifting Primer, 2 weeks rations, preysense goggles, respirator, micro-bead, deadspace earpiece, 2 grenade launchers per squad
Favoured Weapons: Hot-shot Lasgun, Heavy Stubber

(3) Schola Progenium
(2) Maverick
(4) Grenadiers
(3) Iron Discipline
(5) Close-quarters Battle
(-5) The Few
Total: 12


(15) Preysense Goggles
(8) Respirator
(8) Micro-bead
>>
>>49991349

Should probably just link to them so I don't spam the thread...

Rogue Trader's Pet regiment: I actually made this for a game, which of course didn't happen. Premise is a disgraced regiment planned for "disbanding" is arranged by a rogue trader to be written off as KIA and transported to serve him. Intent of kit is they have gear for both ship to ship and land combat. Looking at it now needs work.

https://docs.google.com/document/d/1eJWnup70ZxPfOgO-BIFLCn3t2bOCR1Bmf14LMtz1oCc


Sunset Riders: Cowboy regiment, simple.

https://docs.google.com/document/d/1na0c0iJJxyY6JqacIMWB2iLF8b55y2CKf0gbTtYflkA

Viking with Baneblades: Imagine an explorator who just discovered a hidden stash of baneblades secured away on a feral world. Now imagine the only thing standing between it and a pursuing fleet of chaos is a warrior tribe that worships the tanks as gods. Now imagine they held the line long enough for reinforcements and so well that the mechanicus's cold hearts felt the need to gift them an honour guard role for each one of the deployed tanks.

Now imagine an entire baneblade decked out in norse/celtic spiral etchings.

https://docs.google.com/document/d/1XRnFLf_r0GDUuRiyMMKfQP2-3f0k8DRlVDwxm0ZQorE
>>
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>>49990770
Perfectly workable. The Librarian has massive potential, and the Apothecary can keep them patched up while also doing some work with his chainsword. Remember, space marines are combat beasts even when they don't try.
Anyway, just don't throw Demon Princes at them off the bat and it should be fine. I've found Deathwatch can be very fun when they try for a stealth approach, or stay super-mobile and hit very specific targets with overwhelming force before bookin' it.
>>
>>49991349

Useless Regiment was made on a challenge to make a worthless regiment from these threads. Don't think I nailed it. Both it and Cannon Fodder inspired the Crusaders.

https://docs.google.com/document/d/14iJM-uqYsamfZ88AJPmJL4yTQTSI_Ldc6H4kxf5ly0A

>>49991580

Crusaders: What if guardsmen were classical crusader knights?

https://docs.google.com/document/d/1Y2mSaIHUu82k-9OpMBFSkhjQqEPclYO4f2vEMigMMyI

Lesbians: I mentioned these before. Short version: Harmless(?) warp quirk on planet results in 90% female birth rate. Imperium creates a regiment of them to basically act as morale raisers to look good waving at crowds on top of tanks and propaganda posters. As actual guardsmen they're competent but underused.

https://docs.google.com/document/d/1oT1kcaiiUKZu-3hz75pgTAixno7M4kM1cr03tSc-TRg/edit?usp=sharing

Gun&Shield: Possibly my favorite (aside from the Birdcagers and Ferox) and the one I'd want to play most. Bulky riot squad looking guys that you bring in when you want foes dug out from underground lairs or you need something solid to stand between you and that charging horde of mutants or tyranids or whatever and gun it down while it's at it. Probably needs a better main weapon though.

https://docs.google.com/document/d/11TauPGBidFzKGr3k4OZheemJbrmEnSqNkhLEgwvBBPY/edit?usp=sharing
>>
>>49991921
>>49992109

I really need to write backgrounds for these customs.. the only regiment I've fully fleshed out the fluff for is the Ferox guys.
>>
Alright here is a question about Only War.

Are there any rules in any of the Splat Books for running large scale engagements and if not what do you guys do to not make it a slog.

I ran a game not to long ago and did the first big scale fight and it was shit, just a slog that took ours for not much to happen. I am going to up the time scale to one turn = 1 day and see if that fixes it but does anyone have any other tips or tricks?

Also, boy am I glad they changed the Full Auto rules in Only War.
>>
>>49993030
I know there are rules in a Rogue Trader book for massed combat, I can't remember which, though.
>>
>>49993030
Formations in Enemies of the Imperium

Black Crusade Tome of Blood has rules for mass background combat
>>
>>49993114
Battlefleet Koronus, I think.
>>
>>49970653
To actually help and not be a twat like the other anon, your best bet is xenos vs chaos. Have the inquisitor get info that the governor of an agri-world or something is using xenos tech to fight a rebellion, and that's not ok. But when they've hit the ground,, some guy shouts Allu Nurgle and explodes as a big green smoke plague bomb.

From there add your dose of /pol/ and your own story, and let the PCs sort it out

Need anymore story tips i can probably help out
>>
>>49987852
isnt a riptide supposed to be tougher than a terminator?

also, how MUCH stronger is the supremacy armor than a riptide?

i really dont think there would be stats for it, but link me to units that could give me an idea how its supposed to go

we are looking at 90 toughness and terminator armor, with possibly 100 wounds here at least though
>>
>>49973642
>>49972897
>>49972917
>49972917
Alternatively, try a x-files/buffy/superatural/whatever spooky of the week tv show

Murders in a hive, could be anything, right? Useless local cops, are the 'Stealers? Is it the 'slaught using gangers, and completely unrelated to the horde outside, is it lictors?

Might help your things coming out of the walls/floors/thin air feel. Add sneaky gargoyles, genestealers, nutcases with guns, etc to season.

As to your accuracy question evolution is your friend, have it be a hive fleet that got mulched by orks, leading to higher numbers of sneaky bastards for coming out of the walls, rather than hordes
>>
>>49993882
https://1d4chan.org/wiki/Battlesuit#KX139_Ta.27Unar_Supremacy_Armour
http://wh40k.lexicanum.com/wiki/KX139_Ta%27unar_Supremacy_Armour
>>
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Where's the guy who had the American Civil War regiment? I have something for him.

Tune: https://www.youtube.com/watch?v=zhCheCryopA

Yes, we'll rally round the Throne, boys,
We'll rally once again,
Shouting the cry of the Imperium!
We will rally from the fortress,
We'll gather from the hive,
Shouting the cry of the Imperium!

CHORUS:
The Emperor forever, hurrah, boys, hurrah!
Down with the Traitors, and up with the stars;
While we rally round the Throne, boys, we’ll rally once again,
Shouting the cry of the Imperium!

We are springing to the call
Of our brothers gone before,
Shouting the cry of the Imperium!
And we'll fill the vacant ranks
With a million-three men more,
Shouting the cry of the Imperium!

CHORUS

We are marching to the field, boys,
We're going to the fight,
Shouting the cry of the Imperium!
And we bear the glorious stars
For Humanity and the right,
Shouting the cry of the Imperium!

CHORUS
>>
>>49995650
That would be me. Thank you anon. You are a scholar and a gentleman.
>>
>>49995650
>>49995708
Updated to include a couple more pictures (involving front-and-rear covers), somewhat better-organized rules, and most importantly, your generously-discovered and edited song, a page-break after the Lore section.
>>
hell elegan/tg/entlemen, I'd like to have you opinion on the following homebrewed Regiment type. I'm using OW regiment creation rules in RT to help represent the NPCs theRT have at their disposal, and I d want to use that as a basis for Military police, ship armsmens and other kind of guards type regiments.
Close quarters, securing zones, breaching hardpoints in urban or voidships battlefields.

Garrison and Control Regiment. (suggestion for better name ?)
Cost : 2 pts/4 pts..
Characteristics : +3 Per, - 3 Fel.
Starting Skill : Security.
Starting Talent: Quick draw.
Standard Equipment : 1 combat Shotgun +4 clips (Main Weapon) , 1 Suit of Imperial guardsman Flak Armor, 1 baton, 1 whistle, 2 smoke & 2 frag grenades, 1 vox per squad.
for 2 more pts : swap flak armour for light carapace armor, add 1 micro-bead and 1 parade uniform.

Any suggestions as well for a " Bodyguard" training doctrine ? (yes, training doctrine, 'cause, bodyguards in baneblades or whatever, who wouldn't try that ?)
>>
>>49987863
They're in it already, just not in the version I uploaded. Thanks though.

I'll be doing references for everything that isn't in dh2 core book

>>49987892
Indesign
>>
>>49987489
And what books are they in, because the crafting in DH2e is barebones.
I mean, if that is the best that is offered, alright, but there are a number of rules I don't like, like the combi-weapon rules.
>>
>>49963739
Tox dispenser into a lasgun??? How does that work?
Does it turn the lasgun to a neeldegun somehow? Or did the developers once more made a mistake?
>>
>>49997407
I'm guessing he meant toxic dispenser for the sword, since the first guy mentioned his guy has a lasgun and a sword.

Then again, maybe you were trying to be funny in which case I apologize. Nice one.
>>
>>49992109
For your gun/shield guys, you can make them a provisional law enforcement company. Best way to gear them would be combat shotguns and a type of shield that has a gun lock on it. Give them a truncheon instead to go with it all.

Back story could have them serving as a special regiment under a commissar, recruited from particularly mean Arbites. Hell, they could be a kind of punishment regiment for Arbiters that show too little restraint in the pursuit of their duties. They'd pair well with a penal regiment, serving as punisher and punished, given the task to keep their charges alive long enough for them to die doing something worthwhile.
>>
I have been working on an Only War thing for Abhuman PCs. Any thoughts?
>>
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okay, wich space marine chapter would be suited the best for working alongside xenos/abhumans
personalty i think the wolves are kinda fitting due to their generally rather lax disposition.
maybe salamanders because they are so nice on the other hand there is the pyrophilia.
>>
>>49998992
Wouldn't it be a case of which one hates xenos the least?
>>
>>49998982
You have some odd formatting issues or something.
>>
>>49999012
pretty much yeah. but as far as i know space wolfs are not particular hateful towards xenos.
>>
>>49999031
Yeah, I will fix that later.
>>
>>49999057
Chainswords can't have mono.
>>
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>>49998992
Probably Relictors. Those cats are already using daemon weapons, if it served their purposes I could see them making a deal with a Xeno species.
But generally, yeah, Space Marines are zealots and will have serious issues working with aliens.
Mutants might get some toleration. Ultramarines and Salamanders would probably be the most likely to be friendly to Ratlings for example, or feel remorse about having to purge a mutant ghetto.
There's also that charming piece of fluff about the Blood Angels having an honorable alliance with some Newcrons, if that's useful to you.
>>
>>49998992
Dark Angels
>>
Found a long set of crafting rules in Inquisitor's Handbook.
Damn, man, they make it far more involved than it needs to be. No wonder every book after simply said "X successes, X amount of time, X to the test depending on circumstances, GM figure it out, it ain't hard".
>>
>>49958471
Feudal Ministorum Heirophant
>>
Could a heretic with the Machine Gift be turned into a Daemon Engine?
>>
kind of stupid question : how the Tarentula in OW, both versions , are deployed, and transported ? once in position, they stay unmoving, but how are they moved there ?
>>
>>50000613
Short answer: Not possigle.

Long answer: Daemon Engines are usually giant and powerful daemons bound into massive machines built or repurposed specifically for binding a daemon engine. In BC (assuming that the question is regarding the RP) the smallest DE one could 'make' is Size(7) = Dreadnought size.

Binding into any vessel smaller than that would fall under the rules of possession (or making a daemonhost), rather than a daemon engine.

Either way, I would reckon' that attempting to cram something powerful and angry enough to be a daemon engine into a human vessel would result in 0.0% survival rate for the unlucky host.
>>
>>50000870
on a truck
>>
>>50000870
Method 1: Via truck, assembled and covered and activated by Guardsmen. Simple, but requires a lot of prep.
Method 2: Between 2 and 3 guardsmen carry a disassembled Tarantula and then assemble, activate, and cover it on site. Encumbering and time-consuming.
Method 3: Air-drop active Tarantulas into hostile territory. Risks damaging expensive technology, but it is possible.
Method 4: Bolt them to the truck and blast your way into Paradise by driving into the enemy lines with a dozen auto-turrets blazing in every direction. Somewhat wasteful.
>>
>>50001482
i was thinking of Method 2, but nowhere is mentioned the weight of the thing. but thanks.

method 4 seems like the RT way of using them.
>>
>>49974799
>>49974928
They may not even be able to use the same mechanics, depwnding on how the IP shook out. GW owns the fluff and is reclaiming that from FFG, but FFG could own the system.
>>
>>50001981
>FFG could own the system.
The first edition of DH was made by Black Industries, a GW sudsidiary.
>>
So, I started a Astropath in Rogue Trader, haven't rolled stats yet. What should I be shooting for? Willpower i'm told will help with skills and shit. I'm intending to be get as close to full corrupted as I can without going lost. (I'm told Lost characters can be moved to Black Crusade)
>>
>>50002422
Willpower will generally help with psyker powers (your primary function in the party).

You want Intelligence for (a lot of) skills, especially lore skills. If I'm not mistaken, they're the secondary intended function for Astropaths, especially Forbidden Lore like daemonology, xenos stuff, and a general orientation towards Corruption.

Fair warning: Mutations are a bitch and you will probably die from Imperial loyalists if you go parading around in full Corrupted get-up. And since corruption helps you rack up mutations, you're going to be in a bit of trouble.
>>
>>50002422
>soulbound to the Emperor
>wanting to get corrupted
O-okay
>>
>>50002545
The GM is a nasty Bastard, VERY Experienced...He said he had plans for our crew XD, I was just trying to add something interesting.
>>
I am new to RPGs and really any of the 40k RPGs interest me. Is there a way for me to learn the game without staring at a 400+ rulebook for the next week or so?
>>
Does anyone play 40k RPGs using the actual miniatures of the game? Is it at all successful?

Considering bringing up with my group, but thought I'd check if it were a terrible idea first...

If not, do people use battle mats, graph paper, or pre-made tiles predominately?
>>
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>>50000613

No. To create a daemon engine, you need a container big enough and armed enough for the daemon within. In addition, you apparently need a cybernetica cortex containment core to stick the daemon inside so it won't bust out.
>>
>>50003310
Hypothetically a nearly full-machine Heretek could be Possessed and pretty much become a 'Daemon Engine' in most practical terms, just with his own brain/mind keeping the Daemon somewhat in check.

Obviously wouldn't have the same stats, though.
>>
>>49988920
We suffered through the Slaaneshi social chameleon and her attempts to suck up to the DEldar. Unfortunately, the Dork Elfdar had an art exhibition. An extremely gross one.

So we did the only sensible thing, started a fight with the attending Ragged Helix Pirate Prince(ss) and her retinue, dumped stun grenades in the crowd, grabbed a living, humanoid, multi-mouthed, bioengineered "artwork" and ran for it, cutting down flesh golems and some DEldar on the way.

Now, we're planning with the underground Chaos cult to start a people's rebellion against the Eldar oppressors as a cover to free the voidship that apparently powers the "station" (term used loosely).

Between the communist-smelling Khornate and the ex-government spook Heretek, there were a few bars of "Do you hear the people sing" after the session.

Meanwhile, our Slaaneshi is serial killer, sociopath levels crazy and our Fleshshaper is just... weird.
>>
>>50003466
>voidship that powers the station
>Eldar oppressors
>underground Chaos cult
>Dark Eldar

Holy shit, are you guys a Black Crusade party doing that one Rogue Trader module?
>>
>>49998982
I remember the first draft. Nice to see you're still working on it.

>>50001482
As with heavy weapon teams, you can probably find wheeled tarentula patterns that you can simply tow with a chimera or centaur.

>>50002673
The system is pretty simple. Just read the beginner's module that you can find in the mega, it will show you the basic rules. And then spend the next week in a 400+p book to learn all the fineries of the game.
>>
>>50003406

True, one could be Possessed. But you would not be a Daemon Engine, unless you were in a Dreadnought and then Possessed. Then things would get grey.
>>
>>50003492
Our GM apparently runs a variant of The Soul Reaver, yes.

But, coming into it from the other side of it as heretics is bound to make things different, and I'll happily confess to never having read the adventure, thus making this rather interesting.

I'm expecting this to become Black Hat Shadowrun in 40k, and I'm fine with that.
>>
>>50003692
Yeah, I was just marveling at the idea.

That's dope as fuck.

Now I'm puzzling over how to Dark Heresy my Rogue Trader game. Or how to Rogue Trader my Dark Heresy game. Or how to Black Crusade either one. Or how to Only War my Dark Heresy in the course of Only Warring my Rogue Trader game.
>>
>>50003729
I think the way to go is subgames (or macro games, depending on which directions the scale goes). Have a main game and have things happen in the back of the world, or maybe be present to witness great events that occur due to player involvement in other campaigns. It could be interesting fuel for other groups if nothing else, and you can spin the previous PCs any which way.

For a rather lengthy example, my RT group found a late 20th century something tech level planet, still "loyal" and completely willing to be reintroduced to the Imperium. It's just that they accidentally caused a religious and political crisis when their first planetary governor went mad from psychic visions (old PC, nascent psyker even before this) and turned the world on its head with insane laws before publicly executed on the RTs next visit, a year and change later.

This, and some decisions made in good faith but without insight into the political situation has made the RTs arrival disliked by many and the political situation very tense, internally.

Of course, the RT doesn't care, the planet isn't in revolt. But the Dark Heresy group I'm planning on sending there in some future campaign will have to, and their view on Lord-Captain DeWinter may be very different.
>>
>>50003729
>how to Dark Heresy my Rogue Trader game.
You play armsmen. You might be native to the ship, or you might have been conscripted from another world, but you've become ship cops, privilieged to bear arms and enforce discipline, via summary beating if necessary. Uncover hidden cults, stowaways, and become shitcurity. Die in a Black Hold or a boarding action.
>>
>>49956966
I had the idea the other day to take Only War, remove all references to Warhammer 40k, and homebrew it to be a real world World War I/World War II RPG instead.

How difficult would this be? I know I'd pretty much have to get rid of a couple classes like Ogryn, Ratling, and so on, but I think other than that it'd be fairly simple really.
>>
>>50004285
I mean, it might be possible, but the system doesn't really have the granularity in equipment you'd want for that, and it's just a whole lot of work vs just grabbing a system built for realistic grimdark historical warfare. I don't know of any, but they surely exist.
>>
>>50004526
>I don't know of any, but they surely exist

They really don't, is the sad thing. There are universal systems like GURPS, Savage Worlds, BRP, etc. but those carry problems of their own.

Sadly the only modern warfare-focused RPG that even comes close to approaching the mainstream is Twilight 2000 which is more specifically geared toward Cold War stuff.
>>
Anyone have recommendations on how to play a Techmarine in Deathwatch? Crunchwise or RPwise.
>>
>>50004655
Weapon Tech. Get this as soon as you can, and make sure to get weapons to apply it to.

If your GM allows the expanded armory, then consider adding in the Good/Best-Quality Cortex Implants as well for a sweet x2 to your Intelligence Bonus.
>>
>>50003519
Jesus, what was that, like a year ago
>>
>>50004655
>Always remind your Kill-Team that the flesh is weak.
>You are there for utility skills.
>Keep calm, and purge the unclean.
>Stay out of the Devestator's line of fire.
>If you have a vehicle - you're driving.
>Get a vehicle.
>>
If I'm understanding this right, a Best-quality weapon that somehow has the Unreliable quality will miss on a 91+?
>>
>>50007715
If it's Best-quality, it will not have the Unreliable Quality in the first place.

If it HAS the Unreliable quality, it doesn't miss, it jams.

If it jams, then the Best-quality rules mean it won't jam unless something is very specific to the weapon in question.

100 is always an automatic miss.
>>
>>50007896
There is the belt-feed upgrade in Black Crusade that makes the weapon lose Reliable and gain Unreliable.
>>
Alright, so I'm going to run a campaign based on the Austro-Hungarian Army on the Eastern Front in World War I, here's some of the regiments and history and such if anyone else would like to use it. Tell me what you think.
>>
>>49995999
Neat! Thanks.
>>
>>50008203
You borrowed my (>>49995999) formatting, you cheeky cunt.

They look really neat, though. PDF saved for a cameo in one of my games.
>>
>>50008457
I blame using Google Docs. Probably.
>>
>>50008554
Overall good shit. My own knowledge of history and cavalryman's heart winces at their use of cavalry, but it's thematically appropriate to what you're going for. A good execution of flaws in the unit so it's clear that they don't do everything right all of the time.

All the same. Poor horses.
>>
>tfw want to play Black Crusade but at the same time don't want to.
>>
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What is the best heretic faction in the Calixis Sector, and why is it the Logicians?
>>
>>49956966
>Not sure between starting Dark Heresy 1e and 2e? Pick 2e.
I disagree.

>>49974178
If it's in a published adventure (why? They all suck complete ass) and your players aren't functionally retarded, they will destroy everything they encounter with casual ease. It's pretty easy to make a worthless RT character, though, especially if you're rolling for stats.

There is no easy way to balance encounters for a rogue trader party of varying levels of optimization. I personally spent years chopping away at the rules trying to find a good way to let people make varied characters and be on equal footing in combat.

But ultimately, if you're using rogue trader rules without heavy houseruling, murdering the universe is easy.
>>
>>49975600
There is effectively no reason not to play a space marine sorcerer.
>>
>>50010479
>What is the Hippocrasian Agglomeration?
>>
>>50010560
>>50010479

The Menagerie was here, you niggers should come and see.
>>
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So I'm planning on running a PDF game, using Dark Heresy 2e or Only war haven't decided yet. Either way, is there a list of expanded conventional weaponry?

I'm looking for variants SP weapons, medium stubbers, shock gear, stuff like that which a PDF could easily get their hands on and employ for normal policing duties. Plasma and melta weaponry seems far too likely to get shipped off planet and flame gear would cause too much collateral, so I'm after gear a PDF would more reasonably use.

Alternatively a guide to home brewing variants like that one guide on making lasguns from scratch would be nifty.
>>
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Is this how you RP a blank?
>>
>>50011170
No, too emotional.
>>
>>50011178
Blanks can process emotion just as easily as non-Blanks, it's mostly their background and the way they're treated that makes them weird.

Until we get to psychic nonsense and telepathic fields, then the Blank doesn't flip out as much as the rest of the party.
>>
>>50011166
Side notes, usually the PDF aren't put on policing duties unless the planet is a particularly dictatorial one. The PDF are purely a military service, kind of like America's National Guard (with the Imperial Guard being more like the USMC and regular army).

PDF units would likely lack plasma and melta weapons, but if you want variants of certain basic weaponry, I'd go take a look in Only War's Hammer of the Emperor and Shield of Humanity, and Dark Heresy 1st Edition's Inquisitor's Handbook and Book of Judgment.

Top it off with some stuff from Rogue Trader, I'd think - namely Into the Storm and Hostile Acquisitions. Every single book contains variant lasguns, shotguns of varying types, and variant autoguns, autopistols, and other solid-projectile firearms and variant ammo types. All of them are great.
>>
Just how terrifying would a daemon engine baneblade be?
>>
>>50011233
Yes.
>>
>>50011196
How'd you go about getting it across to the players that blanks are just plain unlikeable people no matter what they do?
>>
>>50011257
Slapping them helps.
>>
>>50004655
bash stuff with mechadendrite
>>
>>50011280
Well, I suppose it is one way of doing it
>>
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By chance does anyone have a map I could use for the Dark Pursuits (DH2E) adventure in the back of the core book?

I generally suck at making maps, i'm looking for one I could use that would be in the tunnels leading up to the fight / the fight with the Daemonhost and the Archheretek
>>
What does Tzeentch and followers of Tzeentch think of the Tau?
>>
>>50013074
Depends on the follower, but they would make for a difficult and interesting 'change of pace' for any established cult to nudge across Tzeentch's giant chessboard.
>>
>>50003692

To not give spoilers, Soul Reaver is a Rogue Trader adventure that's great when modified or gutted out for it's concepts, and shit when played out of the book.
>>
Playing in a game with a rookie GM that another player convinced to use Shas' supplements. Said player also appears to be changing what shit does on the fly.

I don't want to side-seat GM this thing, but I feel bad for the guy and want to push him to stand up for himself. That said, I also wanna make sure I get this right.

So, Shas, if you're here: The Cortex Core system has a bit of flavor text stating:
> The Battle Automata that are now the crew will obey orders perfectly and without disloyalty. The “crew" no longer require food, air, motivation, supplies, and there is no danger of the crew falling to Chaos.

The player says this means the player characters are immune to warp shock. This is bullshit, right?
>>
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How do I stop my squadmates from being reckless idiots and running into obvious traps?
>>
>>50015923
Have you tried letting them die?
>>
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>>50015988
No.
>>
>>49996500
so, no suggestions or criticisms here ?
>>
>>50015775

Not him but how do you even see it that way? The part you greentexted even seems to define what the crew is. Just from that it makes me think "battle automata only" and the players are on their own.
>>
>>50007943
Even then, Best Quality just never jams. So feel free to shove a belt feed into it.
>>
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>>50015775

Oh jesus what the fuck. That is utter bullshit.

The players are not immune to warp shock in any way from that component. FFG defines the crew as "the guys on the ship who aren't the PC's" as seen in the mutiny, morale, crew pop rules, etc. The Cortex Core follows that format. Only the robutts that make up the crew are immune to food, motivation, etc when you get a cortex core. It even says this in your greentext (The battle automata that are now the crew...)

Did this player also claim he no longer needed to eat after this? Slap them.

Now, the GM can have a perogative where there's some living crew to maintain the robots, but the idea is the population of living crew is so small as to be negligible. Naturally THEY won't be immune to food, air, etc.

Slap them.
>>
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My GM is starting up a Dark Heresy 2e game. I'm pretty unfamiliar with the system. Any advice for character creation? Are there any trap options or must haves?
>>
>>50017507
The only trap is not having any double aptitudes to make the thing you are supposed to be good at cheaper to focus on.
>>
>>50017507
>must haves

Awareness skill
Dodge skill
A Clip/Drop Harness
>>
>>50017846
The big five skills:
Awareness
Atheltics
Acrobatics
Dodge
Stealth

Each WILL SAVE YOUR LIFE when the time comes, so get them at least trained, no matter what.
>>
>>50017871
Good list

In my opinions, items that everyone should strive to have at hand are:
Clip/drop harness
Grapnel & Line
Auspex
Filtration plugs/respirator
Magnocular
Micro bead (obviously with the rest of the party also having some)
Photo-visor
>>
>>50017969
>Grapnel & Line
>Auspex
>Micro bead

Any character or regiment I make, I try to fit these three in.

>>50017871

Parry is also acceptable if you're a punchan man.
>>
>>50017871
Acrobatics is hard to come by in some gamelines, and in DH2e Athletics/Acrobatics are optional IMO. They're nice for pulling funky stunts, and Acrobatics is handy for Disengaging as a half action if you're a shooty character (especially nice for Desperados, as that's a move action, triggering your free shot as you're leaving melee and entering point blank) but if you're playing a conventional character they really aren't necessary unless your teammates are scrawny nerds who can't run down fleeing heretics and it's up to you. Even then, sniper rifles are surprisingly easy to come by, and with the changes to singleshot they're actually one of the best weapons available for low-BS characters in 2e.
Awareness is good to have at least trained, and one or two people should probably have it advanced heavily. I always take Stealth, but given the nature of most of my teams it's rarely useful.

Dodge, though? Dodge is a must unless you're aiming to get stuck in as soon as possible and stay in melee where the enemy are unlikely to shoot you, in which case you want Parry. Or you can be an absolute madman and ignore Parry in favor of the All Out Attack boosting talents, but that's inadvisable unless you've got truly absurd soak.
>>50017507
There aren't any crippling trap options, but before you commit to a character build, consider your Aptitudes, what your character needs to be good at, and how they match up. Ideally, you'll have at least one Aptitude for everything you want, and two Aptitudes for at least two Skills and a few essential Talents.
Dodge is the only real must IMO. Other than that, build to mesh with and complement your party - if they're sneaky, think about buying Stealth so you don't blow cover; if they've got plenty of melee specialists, consider a ranged build.
>>
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>>50019926
Only counts if they end the post, dude.

By that standard, every thread right now is blessed.
>>
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>>50019926
>>
Looking to start a Deathwatch game for friends - one guy has said he's thought about playing a Black Dragon. How do I want to go about this - what would fit from the creation tables in Rites of Battle?
>>
So I let my players know they'd be staffing a Universe-class mass conveyor as part of an imperial colonization pilgrimage last week, and they sent their character sheets to me today.
I now have character sheets for six tech priests and one Ministorum priest.
>>
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>>50020292
>>
>>49956966
Post your lore and stats for your homebrew Guard units. I've given a few to these threads and want to borrow yours for cameos in my games.
>>
>>49988703
If it helps, here's my own plug-the-gap homebrew Guard flyers.
>>
>>49998982
>Abhumans

For the Squats, at least, I was always partial to the ones in Something Other Than Human. The fact that it was written by one of the developers, despite being on his off hours, means it's official enough for me.

It was written just as Deathwatch becoming a thing, so the ratlings and ogryns within are superseded by those in Only War.
>>
>>50020519
>>50008203
>>
>>50019124
>DH2e Athletics/Acrobatics are optional IMO
Your opinion is wrong, my man.
Athletics covers jumping over gaps, and is the difference between making that 2 meter distance and falling 10+ meters and burning fate.
Acrobatics allows you to reduce falling damage, albeit not to the extent of Catfall. I've watched it save 2 characters from burning fate in the campaign I'm in right now.
Stealth trained, even with middling agility, can be the difference between avoiding that group of ruffians looking to push your nose sideways and them walking past you.
No, they do not come into play at all times, but when your life is on the line in the rigors of the job, you will want those skills.
>>
>>50020503
kek.
>>
>>50012157
How intricate do you like your maps? I started with this adventure to seed my campaign, but I only used two maps for the tunnel encounter and final encounter, and they only consisted of large, straight sections or corner sections of wide tunnels with debris and rubble around for cover and that went pretty well.
>>
>Bone 'eads can choose between ripper guns or shock maul and bolter

What. They can't use the latter two without that one advance they can't get outside of the Bone 'ead specialty...
>>
>>50022039
I guess that means that you'd better pick it up then.
>>
>>50022039
The only real point to being a Bone'ead is to get that ability.
>>
So... I'm running an OW game focused on a tank crew. Last night we had a second tank vs tank combat of the game, and it seems to take way longer than it really should. Battlewagons vs. Leman Russ, and even if they had been shooting at each other's rear armor, it would take multiple solid hits to disable each other. Is there any recommended way to fix this?
>>
>>50023455
Use a lascannon.
>>
>>50023518
Even with lascannon it takes three or four hits to disable a tank. And that's assuming you roll well on the damage and manage to shoot at the rear armor.
>>
>>50023555
And how is a tank being hard to kill an issue?
>>
>>50023561
Anti-tank weapons are supposed to be able to actually destroy(or at least disable) tanks.
>>
>>50023561
It isn't. That's the point.

>>50023555
>>50023455
trips and dubs checked

Are you saying vehicle combat is boring, or just long?
>>
>>50023572
And it does.
>>
What is the worst weapon anybody in your party had the displeasure of actually using?
>>
>>50023861
Fuck laspistols man. Fucking garbage.
>>
>>50023861
Las anythings really
>>
>>50023861
A street lamp.

I'd lost my combat knife, run out of ammo, and this fucking Xenos thing had so much bio-gel around its "core" that it was practically immune to Impact damage and I had to try and skewer the brain.

Took me 5 goes.
>>
>>50024029
Lasguns are decent tho.
>>
>>50023861
Not so much a weapon as a combination of weapon, enemy and circumstance.

So, basic, primitive staff, fighting a huge fucking brute hopped up on D-Dust or some shit. All this while being blind drunk.
>>
>>50024055
As in you ripped a street lamp from the ground? Are you playing a space marine?
>>
>>50024132
Indeed.
The Deathwatch doesn't always fight horrible Xenos monsters in far off locations.
This one was unleashed upon a semi-major Hive.
>>
Can human souls be trapped in soul stones? Or are they too small and ephemeral?
>>
>>50024253
No can do.
Only reference to such a thing occuring was in an FFG adventure, where a (fairly) Heretic Ordo Xenos Inquisitor found an ancient soul-devouring craftworld tainted by Chaosm and through ludicrous research, and the special nature of their Soul-Stones, he was able to contain his mind and soul within a Soul-Stone, but only so long as it stayed near the Craftworld.
>>
>>50024179
That is dope as fuck, anon.

What was the xeno? Homebrew or something established?
>>
>>50023861

Aside from Melta Pistols, pistols in general are garbage.
>>
>>50024975
plasma pistols are alright
>>
>>50024975

Our voidmaster saved our asses with a pistol once. Her lucifex was the only thing that could hurt the tyranid that snuck on our ship after a deployment gone sour.
>>
>>50024860
Homebrew thing.
Think semi-amorphous creature made of raw, ropy bands of near fluid flesh.
Infuriating to kill, as it would (imperfectly) move its biomass to fill any hole.

We eventually had to focus on a weak point (while it was feasting on a crowd of bystanders, unfortunately), and dig as much room as we could.
Before we could scan for something vital in there to hit.

But by the Emperor it was satisfying when we finally took it down. Street Lamp lodged through what we could only assume was its brain, or an approximation thereof.
>>
>>50025237
Better find a way to haul the thing back for study in case if more pop up.
>>
>>50025237

Was it dark and shadowy? Sounds like an umbra.
>>
>>50025237
>while it was feasting on a crowd of bystanders, unfortunately
what is unfortunate about that?
>>
>>50024975
Pistols exist for style, not efficiency.
>>
>>50020503
>Shas
how would you represent an apocalyptic barrage or a hellstorm template in RPG rules?
>>
>>50025140

Most pistols can take down gaunts easily, but they can't hurt the bigger ones at all.
>>
What do those pistol grips that let you wield basic weapons with one hand without penalty look like? And how exactly would a grip of any kind help with balancing something relatively bulky and unwieldy?
>>
>>50025734

It was a lictor, but the GM made it have so much toughness our bolters did nothing. I tossed my only iron eater grenade at it and ate away most of its armor, then we just distracted it while the voidmaster shot it to death with her pistol. It had wimpy damage and pen, but it had fleshbane so it took about four rounds to down it while we bodyblocked.
>>
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>>50025896
>>
>>50020533
Many thanks, I'll use it.
>>
>>50024253
>too small
I'm picturing the magos thinking "It means I can put more than one person in a single soulstone!"
>>
>>50000095
At first I read feral ministorum hierophant
A priest tending to his flock of conan expies would be metal as fuck.
>>
>>50025556

Most Hellstorm weapons should be able to be modeled by using the Spray Quality and upping the range. Apocalyptic Barrage is also more or less represented, by having blast weapons with semi or full auto rates and scattering off for each individual hit.
>>
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TFW your GM goes into a hypoglycemic stupor and looses his sense of time at the climax of the current story.
>>
>>50028211
For example, how would the Dominus Armoured Siege Bombard be represented then?
>>
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>>50029236

Oh, I think I see the problem.

By FFG rules, if you hit the target, you hit, and all blasts end up on target sequentially. With an Apoc Barrage, things scatter in every direction, which would only occur on a miss in FFG rules, unless a weapon has Indirect, which would cause it to scatter anyway, even on a hit.

I think, in the Dominus's case, it's best to just apply varying levels of Indirect to the Triple-Barrel Bombard.

Mobile Fire S/-/- 3d10+30X Pen 8
Blast (20), Indirect (3), Concussive if desired

Static Fire S/3/- 3d10+30X Pen 8
Blast (2), Indirect (5), Concussive if desired

The problem is the scatter, and it depends on how deep you want to get. You can make a note that the weapon may scatter additional distance based on the Indirect Quality even on a hit, but I really wouldn't recommend that - things would get bogged down. I would think the Indirect Quality itself already does an admirable job of representing such barrages, just gotta boost the Indirect Quality to taste so when the blast scatters, it scatters as needed. You just need to make sure each blast scatters from the initial targeted location instead of all blasts going in the same direction, rolling the distance and direction for each blast independently. I believe the system already models this.
>>
>>50029236
>>50029718

What the hell is a Dominus Armoured Siege Bombard? I've never heard of that in the fluff.

3d10 plus THIRTY? And THREE SHOTS? This makes the basilisk utterly irrelevant. Trade-offs, do you know them? Try 1d10+10 for three shots against a basilisk. You need to learn some game balance. I hope I never play a game with you, because you're probably just one of those power gamers who likes BIG NUMBAZ
>>
>>50025319
Nope, think "Strixis Meat" or TETSUO!

>>50025344
That made it bigger.
>>
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>>50029923
>>
>>50029718
Thanks, Shas
>>
>>50030082
Thas.
>>
I'm not really sure where to go with a Techmarine. Guns or melee? The big thing seems to be the Servo arm and Harness, which hits like a truck but is melee related. It seems like Assault, Devestator and Tactical do anything offensive better, however, since Deathwatch limits a lot of talents into classes.

Am I doomed to being one trick pony skillmonkey?
>>
>>50031020

Skillmonkey that can become more armored than a Rhino, can't die, and gets access to all the Mechanicus abilities and cybernetics. Techmarines are masters of exotic weapons if they take Weapon Tech, which you ALWAYS should do.
>>
>>50011233
I'll let you know how my players react c:
>>
>>50031417
If this actually happens, please do so.
>>
>>50017002
Thanks, boss. For this and everything else.
>>
>>50009902
In or out, cat.
>>
new

>>50033029
>>50033029
>>50033029
>>
>>50029073
bring snacks, jeez.
>>
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>>50020140
Well, disregarding all the tables that are for fluff and not crunch (Founding, Progenitor, etc) to come up with rules...
If he's got ossific blades, you may need to do some homebrew, but basing it off the Chapter Approved rules from 3e ( https://1d4chan.org/wiki/Warhammer_40,000/Chapter_Approved/Cursed_Founding#Chapter_Traits ) and any similar mutations from the mortal gamelines should work.
Anyway, crunch... lifting the Promethean Cult from the Salamanders' entry in First Founding should cut it for demeanour, given the generally accepted assumption that they're Salamanders successors. Oolitic Secretions will do for their Deficiency. +5 Toughness and Weapon Skill sounds right for their Characteristic Modifiers, but if you don't want to deviate from given modifiers, you could go with +5 T/ Int (from the Salamanders), +2 Wounds/ +5 choose one, or +5 Per/S (both from Rites of Battle). Solo mode is tricky... I guess Fire Born from the Salamanders will do, but Quick Reaction or Outstanding Characteristic from Rites of Battle could work instead. Attack Mode can also mimic the Salamanders with Into the Fires of Battle, take Courage Under Fire from Rites of Battle for their Defensive Mode.
So basically a Salamander, but trade +5 Int for +5 WS, Unto the Anvil of War for Courage Under Fire, and Resistance (Heat) for Ossific Blades.

I'm not certain how to implement Ossific Blades, but off the top of my head, they should be better than a combat knife, worse than a chainsword, and consistent with other Rending weapons on TT. Maybe 1d10+1 pen3 Razor Sharp? That makes them slightly worse than a chainsword, losing 2 points of damage, Balanced, and Tearing in exchange for Razor Sharp. Might be a bit too much for a mutation that the whole Chapter gets, but it seems fair to me. He'll probably be getting sneered at IC by plenty of folks if they figure out that they're a mutation and not some kind of modification to his armor, and there are plenty who'd sneer even at that.
>>
>>50021028
>opinion
>wrong
Yeah, they're useful if and when they come up, but that should be the case with any advances taken. Dodge is really the only essential.
If you want to spend precious XP on preparing your character for tests they shouldn't have to make outside of a high-action game and try to avoid the -20 penalty, then hey, by all means, but I prefer to focus XP on making my characters semi-competent at what they're supposed to do before I worry about making sure they can do someone else's job too.
>>50021826
I seldom bother with maps either. When they're essential to clarify misunderstandings, I just scribble something out in Paint.
>>50024975
Inferno Pistols are obscenely rare, but in the hands of an even mildly cheesed DH2e Desperado pistols become scary.
>>50031318
Weapon Tech isn't a must-take. If pre-errata, the Heavy Bolter is an omnivorous rape-spouting firehose, and it doesn't benefit from Weapon Tech. A Plasma Cannon does become terrifying with Weapon Tech'd pen and damage, but it's still a singleshot weapon with a small enough blast to dodge, and Weapon Tech only works one round per combat.
>>50031020
Techmarines are wonderfully flexible, actually. Go into Forge Lord as soon as possible for a free servoharness, but as wonderfully punchy as it is, you also have tons of shooty options. For starters, the Harness means you always have a flamer on hand for those pesky Hordes, while in melee, if you have req to spare, you can pick up a Breaching Augur. Techmarines can become ridiculously hard to hurt skillmonkeys who can punch and/or shoot nearly as well as the dedicated combat specialists.
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