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/40krpg/ - 40k RPG General

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OMNISSIAH VULT edition

For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Not the wargame, not Chapter Master, not 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 (v6.48.161023), containing every piece of gear in all five lines. Now includes all DH2e books.
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

What's your favorite non-Exotic weapon?

Old thread: >>50076284
>>
>2016
>still plays outdated unsupported RPG
>>
>>50132494
You gonna spam that in all the 3.5 threads too?
>>
>>50132607
Yep.
>>
So what class ideas do you have that you would like to one day see statted?
For any of the systems, from BC to DW.
>>
Ok so dumb question.
I've read and reread the OW CRB and its likely just missed my attention but can anyone tell me what page i should go for the amount of extra ammo you receive with your specialist equipment weapons? I mean, It can't possibly just be a loaded weapon and that's it.
>>
>>50132964
Black Legion Oathbroken could be cool, something to do with blanks. Culexus
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>>50132987
It was clarified in the errata.
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>>50132452
>What's your favorite non-Exotic weapon?
I had one character with a pair of twin-linked duelling laspistols (like a sawn-off, but shooting lasers). Not the most powerful weapons, but a lot of fun nonetheless. I managed to keep them until the end of the campaign, too, since I used grenades as my primary weapon in most of the fights.

>>50132494
>be a Confrontation and SoB player.
Pffrrr, you're not gonna hurt my feelings with such trivial things, anon.

I'm curious, though, what do YOU play?
>>
>>50132987
The usual rule of thumb for all weapons is 2-3 reloads come with all weapons purchased, and you can replenish that back at base or another logical supply point. You're free to try and overstock, but you don't want to be that guy wearing a double bandolier of charge packs and grenades when energy crits start happening. You may get pencils thrown at you.
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>>50133044
>I'm curious, though, what do YOU play?
Star Wars RPG
>>
>>50133023
>>50133073
Thanks pham, I downloaded the errata and just as you said, its there.
>>
>>50128567
I remember a nice short story about a low fantasy campaign that took an unexpected turn when a rogue trader's retenue made planetfall to reclaim the confused barbarian as heir to their RT dynasty.
You could be the bastard child of some noblewoman on a feudal world, then suddently men from the stars come, tell you that your father was also from the stars, and btw there are other worlds in the universe.Now you're on a bridge full of blinking lights, and people are expecting you to lead them.

>>50133113
WEG or Saga?
>>
>>50132964
A Slaaneshi psyker class

a class like the Hollows Magi, but for Khorne where they can do not-combat psyker stuff for building weapons

Slaaneshi Doom Derby Sororitas that start off with power armor and chain skates
>>
>Playing RT, bumming around in our crappy frigate
>Someone is selling a Lunar in our price range, fully outfitted
>This seems fishy, take a tour
>Everything is 80s sci fi retro-futuristic industrial, cramped and poorly lit and with a lot of areas lit only by ominous dull red emergency lights
>Maintenance ducts and secret passages EVERYWHERE
>Said secret passages have weird shrines made with iron, human skulls, and weird blue crystals
>Nearly impossible to navigate the ship thanks to vast numbers of one way doors, secret tunnels, blind turns, and dead ends
>Crew is no help, being weirdly silent and paranoid about everything
>But we could afford it, and it would be a massive upgrade to our current ship
Our group is currently debating fiercely about what to do. The Arch Militant is only seeing double broadsides, the RT wants his fucking cruiser, the missionary is thoroughly freaked out and wants it blown up, and I have a firm aversion to living in the set from Alien. Who are you agreeing with and why?
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>>50133825

Do it ya pussy
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>>50133825
Play it safe?
Question the crew more, or just park it somewhere safe(ish) and go room by room ready for anything supported by crew member guides?
>>
>>50133825
Just strap the frigate to it Slave Hulk style
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>>50133825

So a fully outfitted cruiser with a literally tzeentchian crew.

Buy cruiser, replace crew with servitors or battle automata.
>>
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Re-asking in a new thread.

What happens when your players are fighting a dreadnought, and one says "I want to snipe the exposed head"? It invalidates the dreadnought unless you say the armored frame is the same as on the head, in which case the player feels cheated.

And what's to stop them from "leaping the hatch" to combat tanks and the squishy crew within every time, if it is more efficient than just shooting said tank?

Pic Related, why not always shoot the head and ignore the dreadnought's armor? We know for a fact that's the real head because Space Wolves Murderfang's head changed and broke the helmet when he went full Wulfen.
>>
>>50134071
The helmet is much, much bigger then most normal Marine helmets.

Perhaps makes it a harder shot, and lower the armour but don't invalidate it completely?
>>
>>50133825
Rogue trader should buy it then delegaye fixing it to the crew (thats the rest of you).
He pays you to handle minor details like the ship becoming a daemonhost
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>>50134071
Super armored fucking head. They aren't as restricted as space Marines because everything is fucking huge on them so.it could be twice as thick as a standard helmet.

For the tank, let them. But if it's moving, make it risky as shit and if they fail they get squished like a tube of toothpaste or put in a shitty position just asking to get vaporized.
>>
>>50134071
Are dreadnought pilot heads even in that helmet?
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>>50134108

You know, it's really not, at least for the Contemptor chassis. When I was assembling one, I couldn't help but notice a Contemptor head and a regular mareen head are perfectly interchangeable.
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>>50134169

It is.
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>>50134205
Huh. I though there were a bit deeper into the coffin with a bunch of stuff stuck in their brain.
>>
>Want to take Eviscerator for my Ministorum priest
>Realize that it can't parry
>Two handed so I can't get an offhand to help me with that
>Zero aptitudes for dodge

The kit literally expects me to be suicidal as fuck doesn't it?
>>
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>>50134245

Your faith is your shield, bitch
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>>50134191
The contemptor is actually much, much bigger. It's wide as hell. Did you even put the piece side by side with a marine helmet?
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>>50134071
You completely remove that option by having your players fight a Dreadnought that doesn't have a silly looking sarcophagi.
>>
>>50134298

I did. The contemptor comes with two heads. When I realized I had a third from an unassembled marine that fit fine, it made me pause.

I just looked through my bitz bags and couldn't find the second head though for a comparison, so regrettably my argument is dust and echoes.
>>
>>50133825
>Said secret passages have weird shrines made with iron, human skulls, and weird blue crystals
You've got connections, go investigate.

But it's usually best to pump a newly acquired ship full of toxic gasses, then depressurize it before putting new air in, just to get rid of the vermin and other clandestine passengers.
And check every surface with auspexes, send servo-skulls in the ducts, compare the real layout with the various maps available. Test the generators to see which one provides energy for which system.
Inspect the outside on a void-suit. Asks other voidfarers about the ship's reputation. Get a tarot reading. Bring a psy-occulum on board. Test all the systems. Disassemble all critical systems and check for corruption or sabotage.
Also verify the logbooks and servitors/cogitators memories.

>>50134071
solution 1: Castaferrum pattern dreadnought, no head (the slit is very thick armored glass)
solution 2 : You just treat it as a less armored area (20, like the rear).
solution 3 : It doesn't contain the marine, just a fraction of the sensors (malus to BS and/or Per)
solution 4 : It does contain the head of the marine, but the machine spirit takes over if the marine is incapacitated. (I leave the specific maluses to you)
solution 5 : It does contain the head of the marine, but the dread is smart enough to protect his weakpoint with its arm (automatically, or use the Parry skill. It shouldn't be able to attack with this arm at the same time)
solution 6: BOOM, HEADSHOOT. Treat it as a standard marine (or a veteran) being hit. It's your choise to make the hp pool separate for the Dread's or not.

Also, it's a Called Shot action, -20 to BS.

>what's to stop them from "leaping the hatch"
Same thing that prevents people rom doing so IRL. The crew usually locks the hatches when in battle, you make a really exposed target when you're on top of a tank trying to bang a hatch open, and the driver can just drive into a wall or a house to flatten the assaulter.
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>>50134379

And if they're fighting a contemptor, dorito, or leviathan where that isn't an option?
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>>50134401
I know 40k is about rule of cool and impratical shit, but if all the venerable dreadnought were getting sniped between the eyes, the artificer would probaly put an armored plate and some cameras around the heads of the remaining ones.
Or not, considering how many commanders go without a helmet in this setting
>>
Question about Corruption in Rogue Trader.

I'm reading through the "Warpstorm Trilogy" set of books and I can't help but notice that in part two when the party winds up in a citadel of Chaos Reavers where just witnessing or encountering certain things gives them, like, 1d10 corruption points. It seems like with some shitty rolls just making your way through the adventure could wind up giving you like 40 fucking corruption points

I thought corruption was supposed to be something that the Explorers get in response to *doing* depraved things, or by having depraved things done to them, and witnessing shocking depraved shit was supposed to just give out Insanity points instead.

It seems like tossing out tons of Corruption would be a bad idea because there's no way to get rid of it, right? Insanity you can buy down with XP but Corruption adds up forever, yeah?
>>
>>50134766
IMO, the authors have a bad tendancy to simply throw corruption at the players to make them feel how dire the situation is, instead of building an atmosphere and gripping narrative.

Buy yeah, it's supposed to be: Player emerges from something as a worst person -> gains corruption.

On the other end of the spectrum, if you want the corruption meter to go off the charts, you just have to put them in a chaotic-flavored Saw movie for a session.
>>
>>50134766
Corruption is supposed to represent warp influence, not just depraved shit, as in Black Industries original adventures.

Also, use Path of Damnation from Radicals Handbook, rather than classic "I get mutation" table.
>>
What are some cool and/or terrifying things you might find on a daemon world? Stuff that even causes a reaction from space marines.
>>
>>50135001
On similiar note, there is an excellenet fan made (still work in progress last time I checked) supplement Look not Upon the Wytch, which not only revamps the psychic powers, but also adds new thematic tables for Warp Phenomena/Perils. As we all love critical hit charts, you should really use different shit that happens to psykers, while they are going boom.
>>
>>50135033
Evil doppelgangers always work.
Alternatively, you can play with their preception of reality. Making a deamon appear like an ally or vice versa is a common trick, but making the meltabomb appear like a doorknob or the giant maggot appear like a ration pack also works.

>>50135053
Damn, that thing is massive.
I wish I knew how to make such cool pdfs :(
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>>50135033

ur mom
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>>50135001
But should you really gain warp influence just from encountering a warp witch or seeing a profane ritual?

I could certainly understand it if they held hands with the warp witch or maybe PARTICIPATED in the unholy ritual, but just from sneaky-sneaking into the room and watching it from the top corner with a lasgun at the ready?
>>
>>50135033
The world just being one super fat person.
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>>50135232
If you stand near a person when they cook, do you not feel the heat of the stove?
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>>50135232
>But should you really gain warp influence just from encountering a warp witch or seeing a profane ritual?
>profane ritual
Yes, if you fail a willpower test. See things like Warp shock with Daemons (gain corruption if you fail Fear test). In 40k, the unholy is a palpable almost physical thing. It taints and warps places and people with its very presence because the Warp in many ways can be said to be an evil force in of itself. There is a reason the Imperium takes that shit so seriously because the taint of a single profane ritual than spread far and wide with the way it can corrupt even those that merely behold it.
>>
>>50135299
That's a good analogy but how near are we talking, though? Because there's one scene in a fuckhuge room where the description is literally "if they look at this shit even from the other side, gain Corruption"

>>50135309
Making a Willpower test is what I was thinking. It's not RAW, but I was thinking of giving them a "savings throw" to reduce or eliminate Corruption gains. Sort of like how in Vampire the Masquerade you can do some depraved shit but then get a savings throw of sorts to see if you feel bad enough about it to not become more of a horrible monster (than you already are, at least).

Are Willpower rolls to avoid Corruption a common modification people make to the 40KRPG games?
>>
>>50135382
>Are Willpower rolls to avoid Corruption a common modification people make to the 40KRPG games?
It's been part of the system since DH1.
>>
>>50135382
Even knowledge can give corruption, seeing an actual ritual definitely will.
>>
>>50135403
I don't see anything about a savings throw in the section about Corruption in the RT core book (pages 299-300)
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>>50132452
the similarity is staggering
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>>50135440
Seems to be something of an inference I've done from a few of their adventures. Do note that there aren't any rules against giving saving throws either. Also, the Moral Threats from DH1 is a very good guideline on what gives you CP.
>>
>>50135160
Heh

Hey, on an entirely unrelated note, not sure if you saw this >>50126648
>>
What was your group's latest moment of badassery that utterly failed?
>>
Is there a trick to playing a melee librarian in DW?

In my current game I'm playing a Flesh Tearer librarian but there's something deeply unsatisfying about attacking, being dodged, then being attacked back three times and getting badly injured.
>>
>>50132452
>What's your favorite non-Exotic weapon?

My Rogue Trader used an insanely pimped out combat shotgun that fired bolt shells, so that was pretty cool.
>>
>>50136419
>Party has been investigating this planet for evidence of supposed DaoT ruins
>Shuttle goes missing, and they go off to try and find it in a caldera of an extinct volacno
>Getting close, their shuttle is hit by an EMP and they manage through the grace of the God-Emperor to survive the crash unharmed
>They climb down the side of the caldera, and find the other shuttle completely wrecked, and their comms are either fried or disupted by a complicated vox jammer
>They try and source the jamming, and find it's coming from the center, so they proceed down into the forest which has sprung up in the fertile soil
>They find in the center a hatch down to some ancient ruins, and a hole nearby where it would seem the underground structure has collapsed
>Heading down through the hole, they find the base is a DaoT gene-modding base, with quite a few (now wrecked) labs, and a few artificial habitants for various beasties, now all escaped
>They realise where all the Dragons, Gyrphons, Manticores and so forth they found on the planet came form
>They're ambushed by cameleon orangutans with scythe-claws and survive with some serious wounds
>Forging further in, they pass by a sealed hatch, and find the remnants of a battle... With quite a few robotic simulacrums in the form of man scattered about the place. Thankfully all wrecked.
>Get to the core, and find the EMP generator connected to the power core (fusion, still going).
>They turn it off so they can contact their ship, and all of a sudden one of the Men of Iron shudders awake and grabs the Arch-Militant by the leg and smashes him into the wall.
>They flip their shit, melt its ass and then flee out to the surface
>Running back through the forested area of the caldera towards the rim and their ship, they find that the ground beneath them is becoming... Unstable
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>>50135232
From the commisar cain books its hinted that being near a slaneeshi ritual "tainted" him the rest of his life, making him that lil bit more pious.
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>>50136556
>Robotic harnds and weapons start to push their way out from the ground, as the Men of Iron crawl their way out of their earthy graves, having awoken from their millenia long slumber with the disuption of the EMP generator, which was keeping them suppressed
>Captain is grabbed by one, as it crawls its way out of the dirt, though with an artful swip his Power Sword removes its arm and he keeps running
>As they're making their way out, they keep hearing these clicking sounds, and only upon stopping and watching the Men of Iron, the Arch-Militant realises that their solid projectile weapons have failed after being caked in volcanic dirt for so long
>Of course, then a tree right next to him explodes after a massive bolt of plasma smashes straight into it
>A gigantic tree is uprooted as a Man of Iron taller than a dreadnought, and equipped with some kind of Plasma Cannon and a gigantic Cyber-Blade notices them
>They run even faster
>It catches up, and the Arch-Militant tries to shoot it with his Meltagun. The Melta blast turned aside by a motherfucking force field. They then gang-pile it in melee and tear it apart with no less than 4 Power Weapons.
>Get up to their ship, and with some ludicrous rolls the Explorator manages to cut the extensive repairs down to about 5 minutes
>Ripping the Autocannons off the front and hot-wiring them, the Arch-Militant attempts to hold back the advancing Men of Iron
>3 fucking Dreadnoughts of Iron advance
>Ship starts, and Arch-Militant runs straight for it. One Plasma blast misses, he dodges the second, and the third hits. On Overload. But he's got bullshit armour, so he's only horrendously wounded, not dead.
>Players escape, and call in an orbit bombardment. No more Men of Iron.
>But also no loot
>Base is now thoroughly inaccessible, covered in a shitload of rock, dirt, trees, and now requiring extensive digging equipment to access
>>
>>50136536
In an only war game had the players pet grox turned into a cyber grox with two twin linked storm lasguns.
That shit turned into dinoriders kek
>>
>>50135159
While people are dumping cool PDFs, there was one anon with a homemade "Prosperatis" sector or something like that. Does anyone know if more work has been done on it? I think I last saw it a couple of months back.
>>
>>50135159
The thing is huge but somewhat incomplete, note that it's also designed to work with a completely different set of powers than those found within the Core, the actual writer hasn't finished all the disciplines for it yet and he's deep in argument with a few of us for the actual powers themselves.

As for the pdfs he literally just uses Photoshop and Microsoft Word, takes a lot of official assets. I think he collected a lot back when Dark Reign was a thing.
>>
>>50132494
I'm sure the Star Wars RPG is doing very well without you shilling it, I ran a game this summer myself. Is this necessary or useful in any manner?
>>
Does anyone play tabletop and rpg?

I play tabletop but I've been invited to a Deathwatch game. I like the idea of picking one of my marines and giving him inquisition bits if he survives. Or a robot arm or whatever if he loses one in the campaign.
>>
>>50132452
Does anyone have an Imperial Infantryman's Handbook pdf, I'm going to be GMing a game of Only War, and the people I'm playing with are hardcoe roleplayers and I was hoping to give each of them a copy to assist in this respect.
>>
>>50133003
Culexus is stated out in enemies without DH2
>>
>>50139348
Did you try the OP?
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>>50139378
The Handbook is the most recent version, it adds the Munitorum Manual and some other stuff.
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>>50139434
That was only the original primer
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So I've heard that the DH2E antagonist statlines are... curious, to say the least. Which gameline has the most "Accurate" statline for Orks, Eldar, etc. etc. It's going to be time to introduce xenos instead of just average cultists soon, and I want to introduce my new to 40K players to the most lore-accurate enemies I can.
>>
>>50139348
>>50139434
2003 version of uplifting infantrymans primer here
https://mega.nz/#!FkB3gACa!mB8YuuftOO7vG0eVLmtA9PveqNA-vdMoMhfvxKvJLiY
Unsure if this is the version you need
You're welcome
>>
>>50138375
I play both, and about 50% of my players do to. Deathwatch is fun, with the recent GW release. Building the team we always were as models (and seeing them get killed on the tabletop by lasguns) does kinda ruin that mythos, the whole "movie marine" that Deathwatch does well.

The RPG is a very different beast to the tabletop, and that's how it should be.
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exactly what happened to FFG and GW?
If that doesn't matter then, what is going to happen to mah WH40k rpgs?
>>
>>50139819
Literally the first result for "Fantasy Flight Games Workshop"

https://www.fantasyflightgames.com/en/news/2016/9/9/a-new-path-forward/
>>
>>50134205
Of course the fucking space wolf dreadnought finds a way to not wear a helmet.

I used to like the space wolves like, 15 years ago. Nowadays I like them less and less.
>>
>>50140238
When did you realise something was wrong?
When they started riding their wolves, or when their wolves started riding them?
>>
>>50140441
Not that guy, but I got into 40k back in second edition, dropped out, then came back to find wolfest wolfers riding wolfy wolves wolfily.

... and I thought it was getting a bit much back then.
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I'm GMing an on Only War game for the first time. Is pic related any good?

I've read the first chapter and it seems kinda shit just a long series of protracted large battles that the PCs can't really seem to influence. It seems to think that your squad of lowly Guardsmen would have overall command of a company but I can't fathom why.
>>
>>50140238
>>50140441
>>50140567
This annoys me endlessly because in my mind the Space Wolves are a bunch of viking badasses with wolf pelt cloaks that fly around raiding enemy planets, hitting dudes axes, and thinking other chapters are stupid with their "Codex Astartes."

Instead they're a bunch of wolf wolf wolf wolf wolf motherfuckers that seems significantly gayer than the other sick badass close combat chapters.
>>
>>50140814
It's not that great and you need to take a lot of liberties with the material if you want to stick with the 'one squad's heroics in the grim darkness of the 41st Millennium' concept.

My suggestion? Final Testament. The Final Testament adventures are so much better.

You read it. Nobody else talk about it, because spoilers will inevitably ruin it for anyone who plays it from this point forward. Best fucking OW adventure series.
>>
>>50136759
I do not use the supplement as it is, neither I use Fringe is Yours that way. It is an excellent source of ideas for the more experienced GM though.
>>
>>50136713
Got you, senpai.
>>
>>50139487
Only War and Black Crusade, with preference to Only War if they stat the same thing.
>>
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Why is it so ball-bustingly annoying to get the Finesse aptitude in DH 2e? I feel like I have to go out of my way in the chargen path to get it for any combat character, and it's an aptitude for like half the combat talents- and Ballistics Skill.

Sure, the whole life-path thing has led me to some interesting characters I wouldn't have otherwise considered. But sometimes I just want to play my very straightforward character without getting hamstrings from an XP perspective.

Am I being a minmax faggot? Does anyone else feel this way?
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>>50141484
Thanks!
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>>50141883
You're not exactly a minmax faggot, but your reaction might be slightly exaggerated, because Finesse is hardly necessary. What you want to do is spec for two or more things and expect needing to divide yourself between the two. Combat is a good thing to prep for, but you'll also want talking skills, utility skills, lore, whatever you can swing that gives you a non-combat function. My guess is you either don't see it that way, or you do and you just really think Finesse is absolutely necessary to be any good at this one function you want.
>>
>>50141883
I completely agree, there's such an imbalance in the utility of aptitudes, that it's almost essential to let players swap some out every few thousand experience.
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>>50142274
How about making Leadership alternative aptitude for Willpower, along with Psyker?
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>>50140889
I ran it nicely i hope.
Did it off the back of the intro mission in the crb, due to player tomfoolery.
Tweaked it a bit and let them loose.
They saved the station and had barely any casualties.
But then again they drove their chimera through the warp and went AWOL with their commisar.
God they learned to shut up when a co asks for input
>>
>>50142667
>But then again they drove their chimera through the warp and went AWOL with their commisar.

I'm imagining a quantum leap-like series with a chimera full of guardsmen, going from planet to planet, era to era, trying to go back to their regiment.
>>
>>50142788

>I'm imagining a quantum leap-like series with a chimera full of guardsmen, going from planet to planet, era to era, trying to go back to their regiment

https://www.youtube.com/watch?v=qUW8sBaacQI
>>
>>50141484
we could have wrecked this sector, but we failed.
i cri everitiem
>>
On a scale of Heresy from 1 to 10, where would a Kroot Servitor place?
>>
>>50143776
7/10 on the Heresy scale, 8/10 on the Heretek scale, somebody had to study the Xenos form and then integrate it with the holy machine, which required serious research due to the very specific nature of neural uplinks in bionics.
>>
>>50143792
Should be okay then, I'm looking to GM a campaign and I was interested in making my group play for a bit Radical Inquisitor from the Ordo Xenos. That kind of stuff should be ok.
>>
>>50142667
How did you handle the dreary first chapter, because other than glossing over it I can't think of a way to make it interesting.
>>
What are some of the more peculiar characters you've seen in the 40k systems?
>>
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I wanna make a fast and shooty guardsman from space Germany, mostly just because I like the WW1 and 2 aesthetic.

Imperial guard background with assassin role and some fitting homeworld, or do I go with the sudden idea of the slightly less combat optimized but jovial and sociable imperial guard desperado from a garden world?

Agility, fieldcraft, ballistic skill, finesse, defence, fellowship and social vs agility, fieldcraft, ballistic skills, finesse, defence, perception and whatever, depending on what homeworld I choose.
>>
>>50140814
I've just noticed that the mega doesn't have No Surrender in it.

Do you guys see any other missing pdf there?
Homebrew, tools,... maybe we should make a list, its not the first time I've seen people ask for things like >>50141484 that aren't in the OP.


>>50144271
NPC: paralized RT speaking through paintings, statues and trophies in the ship. He had the personality of an hyperactive child, too. His only reddeming quality was his negotiation skills.
We lost a beautiful canifex head when the "famulous" panicked and shot the thing with her integrated inferno pistol inferno pistol the first time it spoke. On the other hand we would never have guessed that she was an assassin otherwise.
We also got half the cast of a local telenovela as various characters during a session and didn't realize it until the end. They had cool relationships.

PC: Loli noble full of xenotech, acting as a Senechal. Player played her like it was Mass Effect instead of 40k, with a hefty dose of anime characterization. She managed to fill our coffers by doing a bank heist during a short R&R stop on a pleasure world.
>>
I'm prepping for a new campaign of OW with my group and we settled on going for a "rough Rider" style regiment, but more focused on skirmish fire and harrasing tactics over outright hunting lance charges.

With that being said we've decided on the regiment to have mounts and be a grenadier regiment so all players have auxilary grenade launchers on their basic weapon + 2 grenade launchers for squad.

Now I'm trying to cook up an ideal mount that fits our regiment's fluff of being frontier worlders who ride out and fire off a salvo of grenades and then speed out of range.

I was thinking of our mounts to be fast, preferrably more agile than a horse and good at all terrain, but lacking on any specialized attacking power and not really tough. Tough enough to take some little small fire, but heavily relies on it's agility to dash in and out of firing range. Also I want the mounts to be a smaller than a horse, omnivorous, and mammalian. Any ideas on what they would look like?
>>
>>50134396
>It's your choise to make the hp pool separate for the Dread's or not.
It is separate. Rites of Battle has rules for targeting the sarcophagus and potentially hitting the marine inside.
>>
>>50145803
>smaller than a horse
>omnivorous
>mammalian

Was going to suggest omnivorous dinos or something avian like a plainstrider until I saw your final point.
OH! What about large xeno kangaroos?! As a bonus they can jump several meters in the air if braced for it and can kick a human sized target unconscious and possibly even inflict concussion?
>>
>>50132452
>OMNISSIAH VULT edition
Okay, let's say that you're an Arch-Militant in a Rogue Trader's retinue, and you want to augment yourself to become the equal of a Space Marine in combat ability, so you take the Augmenticist and Gland Warrior alternate careers.

Looking over the Space Marine stats in Deathwatch, it looks like Good/Best-quality cybernetic limbs, Good-quality cybernetic eyes and ears, a Bionic Heart, some Cranial Armor, a Mind Impulse Unit, a Best-quality Synthetic Muscle Graft, a Vitae Supplacement implant, and a couple levels of the Machine trait would be enough to replicate the effects of most of their implants? Then you could just go and take a suit of Light Power Armor, compensate for the lost Armor with either a Subskin Armor implant or another level of the Machine trait along with the Strength bonus from your cyber-arms, and you'd basically be a knock-off Space Marine, for a fraction of the XP cost, right?
>>
>>50145803
The griffon knock-offs from the Only War book with all the various mount profiles, maybe?
>>
>>50146174
That could certainly work. I'm gonna look into planning up a xenoroo. Thanks
>>
>>50132452
In my campaigns, we tend to encounter enemies using a variety of weird homebrew weapons. My favorite was a completely retarded 4 barrel shotgun pistol. It had 3 different stat lines to represent firing 1, 2, or 4 barrels simultaneously. It's the only time I've seen a twin-linked storm weapon. If you fired all 4 you took 1d5-3 impact damage unless you used both hands and a set of recoil gloves (each just reduced the damage by 1).

My character lost a tooth firing the thing. It was great!
>>
Here's a potentially stupid question: is it possible to have friendly contact with Necrons in Rogue Trader?
>>
>>50148548
Post-5th Edition, it's possible. Unlikely, but possible
>>
>>50148548
Yes, you need to make contact with
1) A noble Necron
2) Who is neither infected with the flayer virus, a Destroyer, nor just generally bugnuts crazy.
3) Willing to trade and not take what he wants and pay in death
4) Willing to deal with you as an honorable nation that is somewhat equal and not a subject
5) Not going to get you instantly killed or declared an enemy of the Imperium for dealing with him
6) Actually have something he wants
If you meet all those conditions, trade away! If you stumble at any of the gates, you will probably die horribly.
>>
>>50135449

Never seen this picture before... looks like a Dystopian fucking nightmare
>>
>>50149008
Welcome to the cyperpunk future, chummer. Soycaf lattes and virtual reality and corporate overlords running politics and bionic limbs, it's all coming true.
>>
so what kind of specialization does the Noise Marine have for black crusade?

it's fairly easy to see for the other aligned CSM archetypes (Add to dictionary are damage dealers, Plagues are tanks, and the TTs are mages), but I can't figure out what they're for.
>>
>>50150298
Galaxy's loudest faggots that are also shooty and really difficult to sneak up on.
>>
It's possible to play BC without actually serving Chaos; I can tell this, because Night Lords are playable. Has anyone tried playing other characters like this?
>>
>>50149117
But some of that I want!
>>
>>50133825
If the Emperor didn't want you to have that ship He would not have made it affordable to you
>>
>>50151423
Yes and no, it depends on what you're asking. You could accomplish alot by just playing DH2 and having a really radical inquisitor. Or do you just want to be able to play a not-totally-loyalist marine?
>>
>>50151980
I want to play a heretek who's interested in the triple threat of warpcrafting, xenotech, and AIs, and who is officially outside the Imperium's structure, but who doesn't actually worship the Chaos Gods. Black Crusade sort of seemed like it'd be the best fit, due to being able to acquire your own minions and to be able to acquire psychic powers more easily (not to mention corruption working differently).
>>
>>50152113
Literally the heretek archtype in tom of fate.
>>
>>50151423
You can play Black Crusade without worshipping the Dark Gods, but you're still going to get mutated, and have to work with their followers.

I played a Heretek like that once. Wasn't too happy that he kept getting mutated. And then that the cybernetics he installed after removing his mutated flesh mutated.
>>
>>50152555
>And then that the cybernetics he installed after removing his mutated flesh mutated.
Well, that just seems cheap of the GM. Though I'm of the opinion that insanity and corruption, in general, should be easier to remove in 40K games.
>>
>>50152578
>Well, that just seems cheap of the GM
I was actually quite happy with it.
It's not like Chaos can't taint cybernetics.

It's just the character who was pissy.
>>
>>50152596
I wonder what happens if you install Necron cybernetics?
>>
>>50145431
>PC: Loli noble full of xenotech

I don't know if I'm just too autistic but I really don't like it
>>
>>50152604
Nothing good.
>>
>>50152555
If you go through the process of removing mutation by force it shouldn't come back unless it's something outside of physicality
Doubly so if you replace it with cybernetics, e.g. Iron Warriors
>>
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Ok so hardest decision ever. Milestone 2 is just around the corner and I may as well plan the future of my Priest.

Incinerant Priest with Max Solo combat potential or Praecentor of Penance with a shitload of servitors?

Obviously the IP will just continue to stack WS and melee talents and the PoP Stacks munitorum influence, extra comrade advances and utility skills thanks to his int aptitude till he has a full power ranger team of 6 servitors of varying specialization (Probably one flamer, one multitask and a bunch of Pugnis)

Realistically, if we ever reach a milestone 3 I'll probably go Prelate at arms just so I can get that sweet power sword and go ham on toughness and maybe actually put points in BS to use the bolt pistol (probably not though).
>>
>>50152845
>He doesn't want to cleanse with fire
Get a load of this wanabe.

Are you also that guy who lightly complained about eviscerators not being able to parry?
>>
>>50152951
If I go Pracentor of penance I will likely have a high enough logistic bonus from munitorum influence and Persuasive charm that I can get an exterminator pack for any melee weapon I decide to pick up as well as pretty much any member of the flamer family.

Also who cares about not being able to parry when IP actually has dodge advances at a discount.
>>
So my first Only War session is coming up (I'm GMing) and I want to incorporate some sort of "twist" to introduce Chaos elements. The party want to play Death Korps and are interested in trench fighting and siege warfare, so I was thinking of having them find a shrine and some Nurgle iconography (no cultists yet) in an abandoned Severan bunker, during their first mission after the party fights through a protracted assault. Is this too derivative or could I pull it off?
>>
>>50152951
Eviscerators biggest problem is its inability to lightning attack. Yeah, sure, you also lose a bit of damage from not being able to counter after a parry but swift attacking simply isnt enough at late game when the other guy gets two hit four times plus a counter attack to your two to three attacks per round.

If I had all that exp I'd probably just go two chainswords with exterminator packs if I want to chop shit up and set them on fire.
>>
how long does it take to deploy an Ordinatus vehicle and fire it?

Assuming we have the carrier vessel in orbit and are operating in a low-intensity warzone
>>
>>50153141
>Severan
>Chaos
Nah, just make them fight dark eldar if you want to escalate the situation in a spooky way.
>>
>>50153141
>are interested in trench fighting and siege warfare
Oh god Anon, do they know what the fuck they're in for? Because trench warfare and sieges are crushingly boring and quite quite fatal.
>>
>>50153325
Not when you're fighting filthy severan scum and their pathetic autoguns.

Charging through no man's land as the bullets literally bounce off you before bayoneting those seperatist traitors would probably be a blast.

Sure maybe you'll take some losses from heavy stubbers and the occasional heavy bolter but thats what redshirts are for. If you want it to be extra comfy give them a nice centaur or gorgon to ram into enemy lines and enjoy the slaughter against a foe that actually encourages retreat amongst its forces.
>>
So guys I'm a bit of a newb to Only war and the DM is about to start up our second campaign. I got a good initial preview as a Sarge but will be playing a green Operator for a Rapid Recon operator high born type regiment.

Is there a good place to go over the essential ins and outs for a new player? I've been reading the main book but it's a lot to process at once. A 'cliff notes' kind of guide would be nice. I'm basically trying to get a better grasp of what exactly all these talents and abilities mean and better ways to build a character to not be useless would be great. I have no intention of breaking the system or gaming it, I mainly just don't want to let my comrades down and be a contributing team member when it comes to combat and other things.

Last campaign all I really knew what to do was lead and decieve/brown nose/charm officers into thinking my cowardly survival schemes were brilliant strategies they came up with. When it came to fighting I think I directly killed maybe 3 enemy troopers in the entire campaign, and one shotted an angry mob when I pulled a "saving private ryan" by popping a mortar round onto a baseplate and chucking it down a crowded stairwell. Other than that I pointed at things and yelled what were probably orders and did everything within my power to not have to roll proper combat with the GM. I won't be able to pull that trick this time.
>>
>going to be running BC
>two of my players are a couple
>they're going to be playing a Writhing World Sorcerer Queen and a Plague Marine
this is either going to be really gross or really cute
>>
>>50154356
>cliff notes
Just read the book. In-depth understanding is better than just skimming.

>>50154678
>Nurgle
It will be disgustingly cute and just plain disgusting.
>>
>>50151423
You can, but you're better off playing Rouge Trader for that kind of experience.
>>
>hmm do i make a voidborn telepathica mystic or a voidborn mechanicus sage?
>decide on sage
>38 willpower and 29 intelligence and 27 influence when i was gonna need at least 30 to replace every arm and leg with good quality bionics

So do I reroll the influence or the intelligence? I mostly wanna reroll intelligence because when you have three dice to pick the two highest from, 29 is really fucking terrible.

Would you let a player get two good quality bionic arms as one starting item? Bionic legs already come in pairs, and I don't think the bonus for two bionic arms stacks anyway.
>>
>>50157024
Reroll the Intelligence, then just keep abusing your Inquisitor's influence to get what you want.
>>
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>>50157044
Ready to fuck shit up.
>>
2 quick questions:

1, What's the relationship between the Black Templars and the Inquisition like?

2, What would happen if you pulled an inactive Necron Pylon into the Warp and activated it in there? Or did the same with any larger scale anti-warp Necron tech. Warp Storms? You just get ejected like a ship with a functioning warp engine? Kaboom?

The questions are unrelated.
>>
My high-level Dark Heresy players are going for a walk on Dusk.

I have a good idea of the awful shit I want the plot arc and investigation they're being sent on to involve, but what should some sights, sounds, smells, and life in general on Dusk look like? Just flavor text shit, optional encounters to ram home shit's dangerous, etc.
>>
My high-level Dark Heresy players are going for a walk on Dusk. I have a good idea of the awful shit I want the plot arc and investigation they're being sent on to involve, but what should some sights, sounds, smells, and life in general on Dusk look like? Just flavor text shit, optional encounters to ram home shit's dangerous, etc.
>>
>>50153233
Minoris or Majoris?
>>
>>50153233
There's an ordinatus in the Only War adventure book.
>>
>>50156263
Why so?
>>
>>50157369
1. Variable. Most Inquisitors are more than happy to have a Black Templar or five fighting by their side, the size of their chapter usually not a concern unless the Inquisitor is specifically focused on keeping astartes power in check.

2. Best case scenario, you form an unstable hole in the warp somewhere in realspace and maybe even reveal a star system or two. Worst case, you form a new stable warp storm as the warp collapses back on itself, pulling a few hundred star systems in with it.
>>
>>50159876
It's far more suited for lawless rouges who follow themselves; rather then actual cultists.

It's made with a "neutral party" in mind, father then BC's "evil party".
>>
Tell me wise Anons, how do I make good marine characters for Deathwatch or Black Crusade? Invariably I end up making oversized autistic killing machines with a flat personality and it's boring
>>
>>50156263
Depends on what you consider "that kind of experience". If you're 100% definitely beyond the Imperial standards for corruption and insanity, then Black Crusade is probably still the goto.
>>
>>50159982
>oversized autistic killing machines with a flat personality
But anon, that's exactly what a Space Marine I'd supposed to be like!

But for real, treat them like any other character. They have desires and hopes beyond going to the middle of bumfuck nowhere and crushing heretics/corpse worshipping nobodies, and that should be reflected I'm their thoughts and actions.
Even a Khornate Berserker or Noise Marine is still on some level a person, with wants and needs. They're just bigger and wear bigger pauldrons.
>>
>>50159968
>>50159997
Well... how insane is a Black Crusade character supposed to be? Since I'd sort of wanted to make someone who was pretty rational.
>>
>>50159982
Look up write ups on how to RP a Paladin well. Deathwatch. Deathwatch is a game where every player is playing a Paladin of a different deity or religious order.

>>50160030
Read the BC supplements, not codex garbage. There are plenty of examples of interesting character concepts.
>>
>>50160030
In BC terms, bring already crazy means being more or less being able to hang out woth daemons and Warp scarred heretics without a hitch.
In layman's terms, you're crazy just by being a heretic, everything else is up to you.
>>
>>50153233

Minoris, no longer than any other tank. Majoris, a few days.
>>
>>50160018
I've just had a hard time combining personality with what I perceive Astartes indoctrination to be, though would Deathwatch Astartes be more flexible in terms of personality in order to be able to work with other chapters?
I think ultimately my problem is more in how they act, it seems odd to me to make them act entirely human.

>>50160051
Will do, thanks.
>>
>>50160148
Thing with the Deathwatch is you were picked largely on the basis of being able to think outside the box (by Space Marine standards) because that's what you need when you're fighting aliens: A mindset that doesn't automatically conform to the stereotype of Astartes thinking.

This makes the Deathwatch much more flexible - they single out members that are most likely to be able to keep that level of mental flexibility up over an extended period of time. This is also combined with the scholarly focus a lot of the Deathwatch have at the root of their specialized alien-fighting training. 'Know your foe' and all that.

This would, logically speaking, bleed over to their personalities. Because they're isolated from the party line of their chapter during service in the Deathwatch, they have to confront the fact that they're allowed to HAVE their own opinions, and by extension, confront the fact that they're more than just Spess Mehreens, but people - their outside-the-box thinking automatically makes them one of the few capable of grasping that fact more than most other Astartes. Even if they really fucking hate that idea.
>>
>>50160329
>>50160148
The first Deathwatch novel's got a really good section on how marines have to come to terms with the differences they see across chapters, and how they need to both deal with those differences as well as keep any knowledge about them to themselves once they leave the Deathwatch.
>>
Ok folks, with all these free pdfs floating around I want to try some of them. I am researching the warhammer lore and I find chaos to be really damn cool. Most of my players recently quit due to life concerns, so it is just me and one player for a bit. Can I reasonably run a BC campain for just one guy? And what kind of story facilitates that?
>>
>>50160469
This may be a shit idea, but you could let his PC start out as a Daemon Prince (the riles for it are in Tome of Decay) if you don't want to nerf encounters to crazy levels.
>>
>>50160588
Why wouldn't you nerf encounters if you have fewer players? That seems like a really lazy thing for a GM to do.
>>
>>50160615
It is.

Nerf encounters, run him through a few pre-gens and let him work his way up to daemon prince-tier.

Or whatever his character wants to do.
>>
>>50160615
The key words are "to crazy levels".
A single player will not be able to take on very much at all in BC; it just isn't built for that kind of play.
>>
>>50160329
>>50160397
Thanks for the help buds, I'm starting to get some ideas I think. Hopefully the characters won't be as flat.
>>
>>50158219
>>50160121

Minoris and Majoris? What are these? Only canon ordinatus I've heard of are Mars, Golgotha, etc.
>>
>>50161080
Ordinatus Minoris are brand new class of Ordinatus made specifically to be small enough to have models designed to be bought.
Gib sheckles pls
>>
>>50161743

What

Sometimes I wonder why I play this game. There's just way too much to headcanon back to the way it's supposed to be.
>>
>>50161815
https://www.forgeworld.co.uk/en-SE/Mechanicum-Ordinatus-Ulator
https://www.forgeworld.co.uk/en-SE/Mechanicum-Ordinatus-Sagittar
>Headcanon
>>
context for that pic?
>>
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>>50133113
>>50133113
>Shitposting same bait for some samauris in space setting.
>glorious Nippon steel !not-katanas can't even bleed a man out.
>guns have lower range than "flashlights"

> ground craft in setting are absolute shit

> only named supercapitols have ability to shatter a planet

>most powerful character is a fucking mouse
>>
>>50159982
Imagine that you live in a small US town; maybe you're the biggest and meanest kid on the block, or the nice kid with a good heart, or some dark horse nerd. One day, after winning a basketball match, an instructor approach you and tells you that you should enlist in the USMC and escape that remote town. You do, and after particulary awful times at boot camp, you spend the rest of your life travelling to faraway places and killing locals.
That's what's it's like to be a space marine. You're walking in a world bigger than you ever imagined, you haven't seen home since you were a teenager, and there is mostly war and your brothers at arms in your life.
Fill the rest with archetypes from war movies.
>>
>>50161866

Not codex? Not canon. It's been accepted that way for years.
>>
>>50162252

Antares are mind wiped and indoctrinated to forget everything about who they once we're. All they have is Emperor, Primarch, Brothers, and Hypnotraining.
>>
>>50162391
>Forgeworld isn't GW!
>>
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>>50162391
>Not codex? Not canon. It's been accepted that way for years.
>>
>>50162391
>Not codex? Not canon.

>BL isn't canon, despite arguably putting out most of the best lore and writing in the entire franchise

>FFG RPGs aren't canon, despite arguably handling the core source material better than GW ever did, at least in regards to the Calixis Sector

>Forge World isn't canon despite inarguably putting out most of the best-received army lore and other material for years, even for the wargame

>Codex is the only canon, and the codices on their own are almost universally god-awful

How's it feel, not allowing fun?
>>
>>50162491
You forget that "Not Codex? Not canon" also makes the core rulebook non-canon.
>>
>>50162524
That's a pointlessly literal and pedantic take on that statement, but good catch. 8/8
>>
>>50132452
>What's your favorite non-Exotic weapon?
Oh, his raifu, a millennia-old M34 Armageddon autogun. It's beat-up, bent, worn and literally on the wrong end of the galaxy from any hope of spare parts, but having what amounts to a 40k BAR damn is satisfying. Add manstoppers on that and we're in business.


...Also, on a scale of not to very, how bad is getting backward deja vu experiences and seeing the guy on the ladder both fall badly, hang onto the light he fixed, and stay upright at the same time? Like, a lot?
>>
>>50162559
Well it's a very exclusive statement, isn't it? Last I checked the core rulebook isn't a codex. Plus he's being a twat so I see no reason to take him on good faith.
>>
>>50157369
How do you activate/inactivate a necron pylon?

>>50162391
>anyone ever giving a serious fuck about canon outside of the Vatican.
heh.

I bet you believe in completely self-contained settings and perfect communication between human beings, too.
>>
Is there any kind of justification a Rouge Trader could pull out of their ass for harboring a follower of Chaos as a crewmember that won't get him put on the Imperial Shitlist?
>>
>>50162633
I think it would follow one of the two main themes of Rogue Trader justifications, a.k.a. "I'm not in Imperial Space, suck my dick", and "No heresy here, you must be mistaken".
Now the justifications being accepted, that's another issue, depending a lot on your current usefulness to the other parties concerned.
Anyways, as long as you aren't caught you won't end up in any list, so there's no need to worry! (not until your entire crew is corrupted and daemons are roaming the decks, at least)
>>
>>50162633
Not get caught doing it?
>>
>>50160030
The standard for transferring over characters from other lines to Black Crusade is if they are at either 100 insanity or 100 corruption pre BC. Speaking of which, BC PCs don't track insanity.
>>
>>50162633
There is no justification from the Imperial POV.

Don't advertise it and tell your Chaos follower buddy to hide his power level at all times around any loyalists. Your best bet to not get busted is to just hang out beyond Imperial territory where nobody can get you. There are people who will be endeavoring to change the definition of Imperial territory, but that'll take years minimum, decades or centuries more likely. You'll be dead and gone by the time they can reasonably send any kind of regular military after you.

The Inquisition might take issue with it, though, and not only are they not regular military but they're opinionated, well-resourced, and generally would have the means to bump off a Rogue Trader ship.
>>
>>50162391
>Not codex? Not canon. It's been accepted that way for years.
GW doesn't even fucking know what's canon anymore in their own setting, nevermind any kind of consensus on /tg/
>>
Have you ever ran a BC gane that took place outside the Bortex?
What was it like?
>>
>>50164461
I've played it twice, with essentially the same character too.

First time, I was brought in late in a game to cover for a player who moved. They were originally a DH party that had moved through the Haarlock's Legacy storyline and been backstabbed by the Inquisition, and decided to plan a bloody murder spree. It was fun, pretending to be loyalist, plotting to tear down the Imperial system and build a new, better one in its place. This was, thus, in the Calixis Sector.

The second is ongoing, and we're nominally in the Calixis Sector, although we're currently playing through a heavily adapted Soul Reaver. Let me tell you, I expect it to get really interesting now that we're already heretics.
>>
>>50162563
Exceptionally. Roll psyniscience.
>>
>>50136419
Arbitrator tried to charge up a wall without any climbing skill. The inevitable failure lead to him taking 4 point-blank autogun bursts. He burned a fate point. He took some friendly flamer fire while unconsious from the Gopnik guardsman. After he was woken up after the fight, he hit him over the head with an offered vodka bottle. He then proceeded to shit-talk the guardsman while being beaten to death, burning his remaining fate point for an extra round of insults.
>>
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Rolled 75 (1d100)

>>50164722
Question is, what'd be worse, for the Captain-Lieutenant or for Erstwhile to notice?
>>
So I'm going to be taking over as GM for my group of friends DH campaign that was only on session 3 or so. Are there any good resources for creating good investigation oriented missions? I have combat situations down pretty well, it's just creating convincing investigations that don't require me giving quantum information to them is a challenge.
>>
>>50165670
Isn't there a section for interacting with NPCs and conducting investigations?
>>
>>50165882
Yeah, I read it. But I was wondering if there was anything more I could read, like from others that have done it really well or something.
>>
>>50165388
Shit.
>>
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>>50153233

While we're on the subject of Ordinatus, we're starting an OW game with the admech book. My players decided on a centurio ordinatus maniple, so they will be behind the wheel of an ordinatus ulator. I've never run a vehicle-based game before (let alone a superheavy), Dark Heresy slumming is more my thing. What should I do to make things interesting? What should combat encounters be like that aren't just "drive the ordinatus forward while holding fire"?
>>
>>50166341
The ulator needs charging. Force everyone to perform the holy charging incantation WOLOLO
>>
>>50136419

Player in my Only War group loves the over the top nature of 40k.

So, with some finagling, we decided a heavy with a men-portable twin-linked lascannon would be awesome.

First round of combat, he manages to nail a dark eldar with both shots. Smithereens.

Next round of combat, he gets kneecapped by a wych and spends the rest of combat crawling away as the wych guts the comrade and he crawls away.

Such is life in the Guard.
>>
>>50166432
>First round of combat, he manages to nail a dark eldar with both shots. Smithereens.
If a kabal warrior eats two shots from a lascannon, the proper phrasing is "You're breathing him", not "smithereens".
>>
>>50162413
They aren't mind wiped. The sole reason they are usually recruited from people living in the harshest of environments is that they are alredy hardy types.
>>
>>50160635
>>50160615
Well. Fuck. It sounds like this is going to be a pain in the ass then.
>>
>>50132452
>What's your favorite non-Exotic weapon?

Human-sized Bolters
>>
>>50160469
Give him NPCs to command CRPG-style?
>>
>>50132452
>What's your favorite non-Exotic weapon?
Big shoota for the sheer amount of mekboy fuckery potential in Hostile Aquisitions.
What, it's only SP if you're an Ork.
>>
>>50166341

lol nobody's gonna help you faggot

play a real regiment, show the game the respect it deserves, THEN we talk
>>
>>50166341
Don't they just custom build and deploy Ordinatus' like once, win a major battle, and then tear the whole thing down?
>>
>>50166742

For Ordinatus Majoris? Yeah. Ordinatus Minoris are slightly more mass produced.
>>
So in OW what happens if the squad doesn't get some INSANELY important mission critical gear?

Like gravchutes or voidsuits? Would you let them trade some of their stuff to the "black market"?
>>
>>50167817
Yes.

Then again, if that also fails and you have to do a space walk or HALO drop, gg no re.
>>
>>50167817
The only mission critical gear is your faith in the Emperor, Trooper.
>>
>>50167899
But Mister Commissar sir, you said that about ammo, food, and Corporal Skelray's missing leg.
>>
>>50167817
The commissar makes you jump off the airship/walk through the airlock without your mission critical gear with the very predictable promise of a bolt through the head if you refuse.

This is why you have a social guy in the party though. Just make him take a +0 charm test to convince the Commissar to lead by example and jump off the ship/walk through the airlock first.
>>
>>50166545
Oh this is a good idea. Thanks for that.
>>
>>50168031
And everything worked out, didn't it? We all feasted on his leg fashioned fine spears from the bone, and brought death to many of the Emperor's enemies.
>>
I'm running a campaign for a new group in OW we're they're basically the last remnants of Imperial forces on a planet that has been completely taken over by the Tau due to shenanigans. The basic concept is that they're to form an insurgency and fuck space commies up 24/7 with sort of X-Com 2 inspired gameplay/narrative. I already know they'll be fighting subverted PDF/traitor Guard/Kroot, but I'm having difficulties finding actual stat blocks for the Tau themselves. I know that Deathwatch has stat blocks for them, but they seem too overpowered for an OW party. Should I just try to scale them back on my own, or are there better stat blocks out there for them that anyone happens to have?
>>
>>50168259
As far as I'm aware, DW is the only line for Tau themselves with the Tau splat for RT being for making Tau RT PCs.

Yes, Tau with their gear are fucking deadly.
>>
>>50132452
I want to run a game about a space marine chapter's fall to Chaos but I'm not sure what system to use for running this. I'm thinking of starting the game using Deathwatch character creation and over time introducing elements of Black Crusade as the chapter falls more and more into heresy. Any suggestions on how to merge the two?
>>
>>50168332
I have a suggestion. Read Black Crusade core rules. Every damn core book after DH1e has a section on how to convert previous systems.
>>
>>50168381
>Sounds like a good suggestion
>>
>>50162633
"I was only pretending to be a follower of Chaos, to infiltrate and destroy them in the name of the God-Emperor!"
>>
>>50167817
You go find your platoon's Lieutenant, and tell them that the Quartermaster's being a retard. Since he'll have to be jumping out of the plane without a parachute or out the airlock without a void suit too, he'll probably get on their case for you.
>>
https://www.youtube.com/watch?v=ihskUz0obzY&feature=youtu.be&t=218
>>
>>50159933
Thank you! Very educational.
>>
>>50159933
Black Templars have never had more than 1300 men, and are currently at 1100 post retcon.
>>
Am I blind or does Black Crusade not have a bionic heart listed in its books by default?
>>
>>50170542
>never had more than 1300 men
>Never
They were estimated at 4 to 6k in Index Astartes
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>>50168259
I know TT to lore is not a direct conversion, but remember a Tau infantryman's basic weapon kills a regular human on a 2+ and blasts right through conventional armor.
Firewarriors are *not* to be fucked with.
This is what being guerillas is all about. Run around. Hit them when they're relaxing or off guard. Attack soft targets. Manipulate public opinion against them. Hide in dense, awful terrain.
Whenever anything that vaguely resembles a fair fight shows up, RUN FOR YOUR LIFE.
Let the Tau be "boss" level enemies for them. A firewarrior patrol with an APC is a big old threat. They should consider it a succesful mission if they can frag a scout or two and then disappear into the bush.
>>
>>50158134
Give the group's melee combatant a free suit of best-quality power armor. That'll scare them good.
>>
>>50168259
There's stats for their gear and vehicles in the Rogue Trader Tau Character Guide, along with rules for playing a Tau PC in Rogue Trader that you could make for Fire Warrior NPCs of various ranks.
>>
>>50170742
You don't know about the retcon that happened this year?

>Never had more than 1300 men at their highest.
>Crusades consist of small portions of the chapter going out and doing awesome.
>Or the whole chapter when Helbrecht feels like it.
Pretty much this. Besides, Index Astartes is no longer canon.
>>
>>50172172
That's kind of dumb
>>
>>50170833
Alternately, steal some of their awesome guns to level the playing field as soon as possible, and use your lasguns as backup weapons for when you run out of ammo for them.
>>
Every talent/trait in DH2/RT/OW and every talent in Black Crusade core rulebook.

Some of you might find this useful. After BC I'll do DH1.

Couldn't attach the file:

https://www.dropbox.com/s/g6036wj9lwqi3qr/Warhammer%2040k%20Talent%20Index.xlsx?dl=0
>>
>>50145431
FaC is a scan, TKB and some of the other stuff have weird black bars in the PDF that covers info.

Missing the RT Combined Spreadsheet. Missing the talent index. Missing the 40k armoury indexes which should be hosted separately cause if that site goes down there goes everything.

Homebrew folder is often really slow to update.
>>
>>50172172
I'm alright with it as long as they're still technically larger than a normal chapter. Like the C'Tans being sharded, I see it as they still accomplished everything they did before, they just did it with fewer marines.
>>
I was looking through the BC rules, and I have a question about Wounds and Damage.

Do enemies die through damage, or are they supposed to "normally" die in battle from critical effects?
>>
>>50173360
That depends on how your group wants to run it.

For most enemies i.e. nameless minions and the like, most groups go with them dying once they hit 0 wounds. For bigger enemies like elites and master types, they go with crits.
>>
Tome of Decay, is there a higher quality searchable version?
>>
>>50166341
firstly its kinda an odd situation; the admech would properly keep the ordinatus and never use it in the most dire of circumstances as they are not really built anymore.

secondly, you should be running this campaign in the same vein as an artillery regiment (as that is basically what it is); to that end the campaign would be mostly non-combat interactions with other regiments and high command; occasionally things going to hell as your position gets flanked or you need to push up to a dire location. stories would be built upon getting your equiptment through counter artillery and troublesome quartermasters, or having to deal with the aftermath of your character actions (ie firing on the wrong area, never in the right area - for inspiration look at the flak that Arty players get in world of tanks). the ordinatus part would add things like having to climb through the marchinary to clear out invading beasts/snotlings; having to get the damn thing on planet in the first place; having to cross a bridge or other physical local that proves difficult for a vehicle the size of a city etc.
>>
>>50173360
>>50173732
adding to this:
it also helps to be familiar with some of the high end results for the crit charts, so when a mook goes down to a high damage attack you can describe it in a similar manner.
Energy burns and melts
Explosive blows things up
Rendering slices and dices
impact breaks and throws
>>
>>50174311
>look at the flak that Arty players get in world of tanks
The main difference being that dead men tell no tales in Only War, contrary to WoT where your deceased teammates can harass you in russian.
Unless you're confronted to ice-worlder warp ghosts, of course.
>>
>>50174345
>Not wanting to read aloud/paraphrase the hilarious favour texts of the critical tables.
Why?
>>
>>50174311
>the ordinatus part would add things like having to climb through the marchinary to clear out invading beasts/snotlings; having to get the damn thing on planet in the first place; having to cross a bridge or other physical local that proves difficult for a vehicle the size of a city etc.

ordinatus ulators are barely the size of two land raiders back to back. they're not the size of cities
>>
>>50175662
I've pretty much replaced the 10+ impact body result with "Blood geyser again, roll scatter." with my group.
>>
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>>50140867
If I knew who is going to write the next space wolf book I'd kidnap him/her/them and force them to listen to amon amarth, and only drink whiskey and beer, and ONLY FROM A HORN. Wolf Lord will be Jarl. Wolf Guard shall be renamed Huscarl etc.

Anyone else with more suggestions to make the space wolves more vikingy?
>>
>>50175942
>only drink whiskey and beer
>No mead
>>
>>50175959
ofcause also mead. my bad.
Maybe they should get some wooden shields?
>>
>>50175942
I'd force Ensiferum on them instead. It's still 40K so you need a touch of cheese.

I honestly would like to see them move away from melee and push them towards lots of mobile fire. Combine the viking raiding mentality with wolfpack style hunter/killer without stuffing them in vehicles (muh honourable footslogger, after all). Lots of assault type special weapons, hit and run, etc. Make them survivable enough that they can manage a melee (make combat shields a special weapon option perhaps) but instead of just standing there and taking it in the shield wall (which any unit can do, plus other chapters have called this gimmick) they get support from another squad diving in and taking advantage of the distraction.

Though I've not actually played since 4th edition when most chapters were fairly codex compliant so that may make my ideas dumb as fuck.
>>
>>50175846

What the fuck, this thing is an Ordinatus? It's so spindly and small..
>>
>>50176585
Dude that gun could fit on a Warlord Titan.
>>
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>>50176686

But it's so smol compared to what I always felt an Ordinatus would be.
>>
>>50176703
>Ork decal
Y-yamero!
>>
>>50176824

it was looted in the ffg adventure book. The players have to get it back and joyride it.
>>
Maybe this thread will help.

Does anyone happen to have a PDF copy of the Imperial Guard Infantryman's Primer? I need for it for a DH campaign I'm running and the thumbdrive I had it on is lost to the Warp.
>>
>>50177017
Check the OP
>>
>>50177041
Found it. Thank you.
>>
>tfw game so ded that Nurgle ignores you
>>
Thought about making a fedual world, administratum assassin or desperado, as some kind of feudal world noble who fight in full plate and with a great sword.

Then I realized administratum characters can start with poor quality light power armour. So what's best? Poor quality light power armour or common quality feudal plate?
>>
>>50136657
> now requiring extensive digging equipment to access
Are you not Rogue Traders?

Have you never heard of "disposable subcontractors?"
>>
>>50146838
Why start as an Arch-Militant when you can be a Tech-Priest?

And yeah, you're pretty close with your plan. I mean, you'd be a monster - a hideous agglomeration of fleshcraft and bionics fused to your armour. A creature made only for war and for death. Muscle worming over hydraulics. Constant injections directly into your remaining flesh to prevent it from rebelling. Eyes and ears like parasites, in the sizzling matter of your mind.

But on the battlefield, you would be as a god to mortals.
>>
>>50179833
Feudal plate. No battery limit, and people will foolishly underestimate you for looking like some kind of backwards primitive.
>>
What xeno weapons make for good daemon weapons?
>>
>>50179892
I've been seeing some art of this techpriest. Is he from a book?
>>
>>50180917
Nah, just some campaign.
>>
>>50179892
>Why start as an Arch-Militant when you can be a Tech-Priest?
Gland Warrior's Arch-Militant only. Also, you'll be stronger in a fight in the end: the Arch-Militant's ability will remain useful once you're fully cybered up, while the Explorator's won't be much help (you'll just get there slightly sooner), and you get most of the good combat-related cyber-Talents from the Augmenticist alternate career rank anyway.

>And yeah, you're pretty close with your plan. I mean, you'd be a monster - a hideous agglomeration of fleshcraft and bionics fused to your armour.
Well, if you've taken the Augmenticist alternate career, you wouldn't be a hideous monster; you'd actually be a rather ornate and pretty. That's why there's a -20 penalty on rolls to repair damage you take.

>Constant injections directly into your remaining flesh to prevent it from rebelling.
I don't think so? The impression I got from the Gland Warrior alternate career is that the implants are pretty self-sustaining; that's why Guardsmen who were augmented with them could be sent out to fight the Tyrannids without needing to worry about being killed by their poisons and bioweapons.

>But on the battlefield, you would be as a god to mortals.
Sort of makes me wonder how an actual Space Marine would react to such a character...
>>
>>50181336
>Augmenticist alternate career, you wouldn't be a hideous monster; you'd actually be a rather ornate and pretty
I think they're taking it to extremes, but the concept is valid - to be a gland warrior, you still need a reasonable amount of flesh remaining. Augmenticists go in the other direction.

>the Augmenticist’s body has been modified to the point where it is almost totally mechanical
>>
>>50181413
*the concept is difficult to keep valid
>>
>That feeling of berserk charging cultists with your eviscirator and using whirlwhind of death to create a mountain of corpses in one round.

Fuck me this must be how it feels to own a BBC.
>>
>>50181957
You know what's even more fun? Play Black Crusade, then combine a rending weapon, flesh tearer, raptor, a jump pack, and charge with a swift attack.

Each hit is rolling 5 d10s, and keeping 3.

I've seen people take down Bloodthirsters with that.
>>
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>>50181982
I dunno, doing it while being some wrinkly old grandpa with hearing problems who immediately falls asleep the second he gets a seat in the chimera seems infinitely more satisfying.
>>
>>50182055
>Squad with nothing but ministorum priests
>They all spend half actons to inspire each other while spending another half chopping up heretics and xenos
>Grandpa fistfights on who gets to lead the charge this time
>Comrades are those Hawaiian guy orderlies that push wheelchairs and hand out applesauce rations when it isnt time to fight
>Mission briefings consist of entire squad holding the side of their hands to their ears and going "hwwaaat?" everytime the commander talks and squinting at the mission holo.
>>
>>50182128
Name of the Rose: Astra Militarum Edition could be actually pretty cool
>>
>>50181413
>>50181421
>to be a gland warrior, you still need a reasonable amount of flesh remaining. Augmenticists go in the other direction.
Hmm. Well, let's take a look at the body parts affected by the augmentation surgery, and the parts remaining:
>arms and legs
Replaced entirely
>eyes and ears
Replaced entirely
>your skin
Heavily augmented, but probably not entirely replaced
>your muscles
Augmented with synthmuscle, but not replaced.
>your bones
Probably plated with plasteel (Blackbone Bracing implant), but otherwise unaugmented
>heart and lungs
Heavily augmented, but maybe not replaced entirely
>your blood
Augmented with nanomachines (Prosanguine/Autosanguine talents), but still otherwise organic
>brain
Connected to circuitry, but un-replaced.
>all your other internal organs
Still intact.

I think that there'd be enough of your biological material left for the drugs to take effect. I mean, of the four drugs that you have glands for, all but maybe Spur are primarily affecting the user's mind, and you still have enough squishy organs in your gut for the drug implants to likely work - your kidneys and liver, for instance, are completely untouched, as is your entire digestive system.
>>
>>50181957
>Whirlwind of death
Do you need to roll separately for each target or do yo get to make an attack as long as your first WS test passed?
>>
>>50182556
Once you take the Physical Perfection trait, enough of your brain, lungs, etc are replaced that you're no longer subject to breathing, negative temperatures, or mind influencing psychic effects. That's pretty fuckin' extreme.

Gland Warriors get the effects of Frenzon, Slaught, Stimm, and Spur. A lot of that is written as mentally influencing, but there's a significant amount that's described as physical, too.

Is there an official / FAQ stance, or did they just leave it for people to randomly nut out?
>>
So in Only War is there any reason for a regiment to prefer a heavy bolter over a multi laser?
>>
>>50182702
Because you (sensibly) ruled that vehicle/emplacement mounted weapons are not manportable, just like how they scratched the manportable lascannon from DH2e.
Also, the power packs for multilasers are fucking huge, on top of a huge weapon.
>>
>>50176703
>>50176585
Yes, that's the difference between an Ordinatus Majoris and Ordinatus Minoris. About the same difference as between a Warhound and a Warlord Titan.
>>
>>50182755
Rules as written it's not a vehicle weapon though, it's actually lighter than most other heavy weapons. Given I can't find any mentions of people using them it seems like it should be a vehicle weapon.
>>
>>50182684
>Once you take the Physical Perfection trait, enough of your brain, lungs, etc are replaced that you're no longer subject to breathing, negative temperatures, or mind influencing psychic effects. That's pretty fuckin' extreme.
>breathing, negative temperatures
Good-quality Bionic Respiratory implants do the former, and Voidskin implants render you immune to space too (at least for a little while), and neither needs to totally replace said organs; in the latter case, I'm imagining a weave of space-polymers being grown underneath and through the skin.

>mind influencing psychic effects
I'm rather dubious that turning yourself into a cyborg is enough to make you immune to mind control psychic powers, at least without destroying your mind and turning you into a servitor. If it was that easy, every single Space Marine would have the procedure done, too, during their initiation.

>Is there an official / FAQ stance, or did they just leave it for people to randomly nut out?
No official stance, no, but it's worth noting that the Machine trait *doesn't* make you immune to drugs, poisons, or diseases.

Here's the official errata, which doesn't mention this at all: https://images-cdn.fantasyflightgames.com/ffg_content/rogue-trader/support/faq1-4/Rogue%20Trader%20Errata%20v.%201.4%20WQ.pdf
>>
>>50182905
>RAW argument
The same thing you are saying applies to autocannons, which are a massive problem, and is the line of thought that makes them the problem they are.
By ruling that some weapons are simply too unwieldy to handle outside certain circumstances, you cut out the entire issue AND make heavy bolters worth a shit to carry.
>>
>>50183233
Autocannon weapon teams are canon, anon. They have minis and everything.
>>
>>50183277
In 40k TT, those are 2 man teams that in lore deploy into an emplaced position, similar to heavy bolters/lascannons/mortars, not a single man running around with an autocannon (yes, I know they exist in Inquisitor, but you aren't talking about them.)
As it comes to 40k rpgs, they break it down utterly.
That's like saying casters in 3.5 D&D are alright because they have fluff behind them. No, they are an example of the game mechanically NOT WORKING.
When something is the outlier that makes a game break down, it should be dealt with. Saying something as simple as "These weapons can only be used via vehicle mounts or emplacements, OR suspensor webs" deals with the issue handily. Or if you want to go further, make a requirement of 55 strength, because at that point, someone of such prodigious might will be dealing with threats that will call for it, and it represents a very real investment for the player to have superior firepower on the battlefield. I don't mind powerful options, so long as the player has put the time and work into acquiring them.
>>
>>50183363
>In 40k TT, those are 2 man teams that in lore deploy into an emplaced position, similar to heavy bolters/lascannons/mortars, not a single man running around with an autocannon (yes, I know they exist in Inquisitor, but you aren't talking about them.)

So, the PC (the Heavy Weapons trooper) plus their Comrade, then? ;)
>>
Okay, so a "standard non-military power supply" for a suit of power armor lasts 1d5 hours. What would the rarity of a non-standard non-military power supply be, then, or of a military-grade microfusion reactor like the ones Space Marines use?

Would it be possible to retrofit a suit of power armor to be powered by an Isotropic Fuel Rod from the Inquisitor's Handbook, which is said to produce "enough power to power a small settlement or a whole hab-block for several weeks", and if so, how long would the power it provides last?
>>
>>50183444
Sure, so long as they take a round to set up the weapon first :^)
>>
>>50183472
>What would the rarity of a non-standard non-military power supply be, then,
Talk to your GM. If you are the GM, I'd put it at very rare to acquire, much less have it attached.
>or of a military-grade microfusion reactor like the ones Space Marines use?
Extremely rare, and fraught with difficulties to get.
>Would it be possible to retrofit a suit of power armor to be powered by an Isotropic Fuel Rod
Yes, but it will be difficult enough to dissuade most. Such adhoc alterations will surely offend the machine spirit.
>how long would the power it provides last?
Years, if not decades. You would not need to reasonably ever worry about power again. The real concern would be being irradiated by your own suit.
>>
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>>50183363
Bracing, with bulging biceps requiring S 45?
The games are vague on what constitutes bracing, it's up to the GM to draw the limits.

But yeah, we gots tons of autopistol variants but few distinct heavy weapons. It's a real shame. Mot to mention the fact that a MBT gun does the same damage as an autocannon.

On a sidenote, we got minis of Delaque gangers with man-portable lascannons, too.
>>
>>50183522
Is twinlinked a worthwhile weapon mod if I have plenty of time, tools, and spare weapons to scavenge?
I have a workshop and some 40 autoguns to work with.
Would it be better for heavy stubbers, as I have nearly 15 of those?
Shotguns? Pistols?
What does twinlinked to with spray quality?
>>
>>50183731
That's the standard, but like I said, it is a problem.
To me, bracing is posting up somewhere, or as simply as unfolding the bipod and setting up on the ground.
For people's complaints that heavy stubbers are useless, I've gotten very good use from them, being ubiquitous enough to belay suspicion and acquire ammo for.
>>
>>50183731
>Bracing, with bulging biceps requiring S 45?
Or a Blackbone Bracing implant from Into the Storm, that gives you Bulging Biceps, Iron Jaw, and +2 damage when you punch people.
>>
>>50183233
Try Again Bragg exists
>>
>>50183953
I have yet to play with a GM that allowed shit from RT in other lines casually.
It's designed for high power play by individuals who conceivably have the resources to devote to incredibly out there items. It doesn't mesh well with other games, other than BBC imo.
>>
>>50184121
Yes, and so does that mook in Eisenhorn.
Also, you can equip autocannons in Inquisitor, which is far more relevant to the conversation than any BL book, as DH, hell the entire line, was based on the Inquisitor game.
I didn't saw "No one insetting can use autocannons", I said "using autocannons proceeds to shatter the combat section of the game, excise the outlier so the game works as intended".
Do you have anything else to add, save quips that don't mean shit?
>>
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Will reading Blood of the Martyrs be enjoyable for someone who doesn't play Dark Heresy, but is a huge Sisters fan?
>>
>>50184154
You could always just scale combat encounters in response to the autocannons and other extremely busted weapons.
>>
>>50184172
Yes.
>>50184182
Anon, that doesn't work in any game, unless the player is in on it and working alone/on tangent missions.
Scaling up the opposition of the entire party for 1/2 members of it is a fool's bargain, and anyone who has had to deal with a swingy power game can tell you that.
At best, you have most of the group dealing with 1 thing, and the outlier member doing their own thing. At worst, the rest of the party doesn't feel like their actions contribute.
I honestly don't know why people are arguing in favor of something that is a known issue with the game, when it can be cut out with no actual repercussions or issues. Autocannons are not essential to the mechanics, the mood or story tone, and can/will present a problem to the GM, almost without fail, unless most of the party has them, at which point, what game are you running?
>>
>>50184172
You might also want to read Faith and Coin, a similar book for Rogue Trader. Less emphasis on the Sisters and more on the Ecclesiarchy in general, though.
>>
Are there any /tg/ approved homebrew archtype for BC?
>>
>>50184284
I don't think it's very popular here, since it's basically Party Infighting: the Backstabbing.
>>
>>50184172
Yep.
Books with Sororitas content are : Inquisitor Handbook, Blood of Martyrs, and Heresy Begets Retribution for Dark Heresy. Apostasy Gambit II : Church of the Damned also has a nice cathedral and some other tidbits.

Since we're talking about sister material :
https://fr.scribd.com/document/223224599/Citadel-Journal-49
(Sororitas special characters for 3rd edition, drop pops, and wandering repentias)
>>
Anyone mind sharing the average damage formula for weapons with extra damage die, drop lowest mechanics?
>>
>>50184518
There was a website that would calculate that, anon. I used to use it, let me see if it's still in my bookmarks.
>>
>>50184518
http://www.anydice.com/

output [highest X of XdY]
>>
>>50184549
^ dis nikkyuh herr gots it.
>don't actually have it in my bookmarks
Fixing that.
>>
>>50184518
>Anyone mind sharing the average damage formula for weapons with extra damage die, drop lowest mechanics?
Draw a 10x10 grid. Label each row and column 1-10. Pick whichever value is higher for each cell. Then add them all up and take the average.

So, for instance, for a weapon that does 1d5 damage with Rending, it'd look like this:

1 2 3 4 5
2 2 3 4 5
3 3 3 4 5
4 4 4 4 5
5 5 5 5 5

Average is (9*5+7*4+5*3+3*2+1*1)/25=95/25=3.8 damage
>>
I going to be running a BC game that takes place outside of the vortex, amd I just have to ask; is it reasonable to give the party their own planet at the start?

It isn't anything major, basically a tribal world that's covered in clans dedicated to one ruinous power or another, but the natives will look up to the PCs almost like gods. Basically, they're there to be a cheap labor force and minor lackeys.
>>
>>50184597
The only questions you have to ask are Does it serve the story? and Can I manage it to the satisfaction of my players?

Only major pitfall I see would be using it as a cheap revenge plothook via Imperial Navy Exterminatus.
>>
>>50182926
>bionic lungs and implanted respiratory systems mimic the action of human lungs
Sounds like they replace lungs to me.

>Voidskin implants render you immune to space
Only space. Machine does "extremes of cold".

>I'm rather dubious that turning yourself into a cyborg is enough to make you immune to mind control psychic powers
My bad, but ... I don't care if you're dubious or not; it's officially part of the Machine trait.

>it's worth noting that the Machine trait *doesn't* make you immune to drugs, poisons, or diseases
Also worth noting that you still have to apply those to organic bits for an effect.
>>
>>50183750
>What does twinlinked to with spray quality?
RAW? Ummm. Nothing. You can choose a +10 to hit (Spray weapons don't roll to hit) or an extra hit at 2+ DoS (Again, spray weapons don't roll to hit). You spend twice the ammo for no useful effect. Ask your GM about houserules for this if you want, it's something that needs houseruling, but there's not going to be a blanket approach that feels right.
>>
>>50184789
Anon, twinlinked gives you +20 to hit and extra hit at 2+ DoS.
>>
>>50184789
I was sure there's something about the 'no weapon training' penalty applying a bonus to avoid catching fire.

It's not hard to invert that, right? Then apply an extra hit at 2+ DoF.
>>
>>50184860
Thank you for the correction, anon, I don't have my books at hand right this second, but that doesn't change the salient point of my post, IE, twinlinked doing nothing for Spray per RAW.
>>50184992
That's one answer. Another might be making people roll twice to dodge and take the worst, widening the cone by 30ish degrees, or slightly buffing the range.
>>
Does unnatural characteristic Agility affect a mounts movement speed in OW HotE?
>>
>>50185234
In some game lines, it does.
I think it does in OW/DH2e, check the Unnat characteristics entry, it will say so (or pointedly say it does not).
>>
>>50184715
>Only space
This means absolute cold, depressurization, and large amounts of radiations.

>>50184789
I'd extend the cone to something like 45°or make the dodge roll more difficult (or even reroll it if it succeeds?)

>>50184992
DH 2 has the following for Spray weapons.
>If the wielder does not possess the appropriate Weapon Training talent, targets gain a +20 bonus on the test; this rises to +30 if the weapon is Heavy and the wielder is not braced.
RT has a similar thing, OW has nothing. Dunno for the other games.
Also not getting it prevents you from takinh Cleanse and Purify, the mandatory Flamer talent.
>>
>>50185269
There are three effects from exposure to vacuum; suffocation, depressurisation (1d10+3E), and possibly cold (Toughness Test vs 1d10E) if the vacuum is in space.

I'm not convinced voidskin resists suffocation or cold.
>>
>>50183494
So, the brace action then?
>>
I wanted to get some opinions on a world I'm working on in Only War. The idea behind them is a bunch of sneaky, questionably sane combat engineers that specialize in creative use of traps and sabotage.

Salusian 1st – “Gremlyns”

Summary

Point Total: 17

Characteristics
+3 Ballistic Skill, +4 Intelligence, +6 Perception, -3 Fellowship
Skills

Linguistics (Low Gothic), Navigate (Surface), Survival, Stealth, Tech-Use +10, Operate (Surface), Security, Trade (Technomat)

Talents

Ambush, Nerves of Steel, Technical Knock, Foresight, Resistance (Fear)

Special

+10 for Survival tests to obtain food and water, +10 to simple Tech-Use, 1d5 Insanity Points , +10 to Tech-Use tests for Demolitions, +10 to Tech-Use or Trade (Technomat) tests to assemble or disassemble a structure, A Hard (-20) or Ordinary (+10) logistics test is required for reinforcements

Kit

Uniform, Poor Weather Gear, Knife, Flak Vest, Rucksack, Basic Tools, Mess kit & Canteen, Blanket & Sleep Bag, Rechargeable Lamp Pack, Grooming Kit, Cognomen Tags, Primer & Manual, 2 Weeks’ Rations, Lascarbine (4 Charge Packs), 2 Blind Grenades, 2 Stun Grenades, 2 Frag Grenades, Cyclops Demolition Vehicle (per squad), Respirator, Demolition Charge (x2), Lascutter, 9-70 Entrenching Tool, Chrono, Accordion Wire, Laspistol (2 Charge Packs), Tube Charge (x2), Bayonet

Favored Basic Weapon:

Meltagun

Favored Heavy Weapon:

Autocannon
>>
>>50186429
And here's the creation process in case anyone would want to see it.

Home World
3 – Post Cataclysmic World

Characteristics
+3 Ballistic Skill, +3 Perception

Skills
Awareness, Linguistics (Low Gothic), Survival

Resourceful
+10 for Survival tests to obtain food and water, +10 to simple Tech-Use

Horrors of the Past
1d5 Insanity Points, Resistance (Fear)

Wounds
Normal

CO
2 – Circumspect
Foresight

Doctrines

4 – Guerilla Regiment

Characteristics
+3 Perception, -3 Fellowship

Skills
Stealth

Talents
Ambush

Standard Regimental Kit
Lascarbine (4 Charge Packs), 2 Blind Grenades, 2 Stun Grenades, 2 Frag Grenades

4 – Demolitionists

Characteristics
+2 Intelligence

Skills
Tech-Use, Operate (Surface)

Talents
Nerves of Steel

Standard Regimental Kit
Cyclops Demolition Vehicle (per squad), respirator, demolition charge

Special
+10 for Tech-Use tests for Demolitions

3 – Sappers

Characteristics
+2 Intelligence

Skills
Security, Tech-Use, Trade (Technomat)

Talents
Technical Knock

Standard Regimental Kit
Lascutter

Special
+10 to Tech-Use or Trade (Technomat) tests to assemble or disassemble a structure

Drawback
+5 – The Few
A Hard (-20) or Ordinary (+10) logistics test is required for reinforcements

Standard Kit
Uniform, Poor Weather Gear, Knife, Flak Vest, Rucksack, Basic Tools, Mess kit & Canteen,
Blanket & Sleep Bag, Rechargeable Lamp Pack, Grooming Kit, Cognomen Tags, Primer & Manual, 2 Weeks’ Rations, Lascarbine (4 Charge Packs), 2 Blind Grenades, 2 Stun Grenades, 2 Frag Grenades, Cyclops Demolition Vehicle (per squad), Respirator, Demolition Charge, Lascutter

Additional Kit
9-70 Entrenching Tool, Chrono, Accordion Wire, Laspistol (2 Charge Packs), Tube Charge (x2), Demolition Charge, Bayonet
>>
>>50186429
>Favored Heavy Weapon:
>Autocannon
Am I the only one tired of seeing this?

Anyway; Demolitions, Sappers, The Few, Post Cataclysm, Circumspect, Guerrilla?
>>
>>50186567
Pretty much. They whole planet's a bit crazy, but they put the really clever crazies into the 1st, while they put the really brainy crazies into the 2nd (armored) that come in after the 1st has softened them up. Put them together, and by their powers combined you have exterminatus lite.

Also, alternatives to the autocannon? It's just hard to beat that kind of versatility for that weight.
>>
>>50186655
Armageddon 808th get the Tread Fether at 20kg, if you're looking at lighter options. There's absolutely nothing wrong with the autocannon ... that just happens to be why I don't like it. Also, I play with people who might say they're in when a low tier game is proposed ... but no one can actually bring themselves to use anything but top tier gear.
>>
>>50186808
... Tanith 1st, actually. Doesn't matter.
>>
>>50186827

Actually, that looks perfect. Not only is it lightweight, but it's even more ordnance for them to abuse.

There's no kill quite like overkill, and missile launchers offer hilarious amounts of kill.
>>
>>50185617
Space isn't cold. Space isn't dark. Death by exposure to vacuum is quick and painless.
>>
>>50186808
>real-life disposable rocket launchers
>2 to 10 kg

>40k Tread Fether
>20kg

Jesus, they really can't into numbers.
>>
>>50187056
rtfm, friendo.
>>
>>50187056

Have they really tested it? I'm pretty sure a study that intentionally kills a living being to see how it dies would be hard to get past the IRB.
>>
>>50187056
You say that, but Rogue Trader has people actively and swiftly freezing solid and shattering into tiny bits when exposed to vacuum. 40k is not on speaking terms with scientific reality when a more dramatic version of events exists.
>>
>>50187263
Vacuum chamber accidents happened, survivors reported their experience. Also, people have done much worse things not only to animals but to other people on purpose.
Time to take the red pill, anon.
>>
New spread when?
>>
>>50187499
See >>50187355, >>50187225
>>
>>50187561
I know the rules as written in the game.
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