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/40krpg/ 40k RPG General

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"The Fallen are revealed to all but I don't feel that's canon" 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.

>Why did FFG lose the 40k RPG License?
Because they were bought by Asmodee and that caused some sort of licensing conflict.

>Will GW make their own 40k RPGs now?
Probably not. But if they do it will likely be worse than you could possibly imagine.

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

As a GM, what is the biggest fuckup you've done? Maybe a bad description of an area, or a screwup on power levels against the players?
>>
Suppose someone Lightning/Swift Attacks my PC. My PC parries most of the hits with a power sword, and successfully destroy the enemy's weapon, but one or two still gets through. Do those extra hits still happen? Does that opponent roll the same damage dice, or does their weapon count as some shitty half-melted bludgeon instead?
>>
>>50689275

Resolve it sequentially. If the sword breaks, the other hits fail.
>>
>>50689300
Would you let the attacker continue punching/kicking?
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>>50689102
>screwup on power levels against the players?
Oh boy did my GM do this last session. He dropped an entire rhino full of World Eaters on a freshly generated cell of acolytes. If that isn't pants on head retarded, nothing is. And to boot, he probably did it just because the psyker bbeg he was hyping got downed in one single round of combat thanks to a well aimed sniper shot.
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>>50691230
Change gm asap
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>>50691354
Unfortunately we're stuck with him for at least another week. We do a 2 week on/off rotation of D&D and DH2. I'm trying to figure out a tactful way to say "You dun fucked up" that wont result in him cancelling the session right out. Really he shouldn't be GM'ing in the first place if I'm being honest. Lots of red flags.
>>
>>50689102
>As a GM, what is the biggest fuckup you've done?
Moving onto Ascension. Fuck Ascension.
>>
Some buds and I are hoping to start up an Only War campaign. We're in the early prep phases here still, just bouncing ideas around, so everything is far from set in stone.

We're all fairly experienced RPers, but the group would like me to DM, and I haven't done so before. Is OW going to be rough for me? Should I try to push more towards DH, which I (maybe wrongly) perceive as being more traditional.

Any advice for a rookie to the rpg aspects?
>>
>>50691554
I'd say Only War should be easier to GM, if only because there are limits to what the PCs can do without getting BLAMMED by a commissar and they're expected to follow orders, while inquisitorial acolytes have significant leeway on what they can get up to.
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>>50689102
My personal biggest fuckup is making a PC burn a fate point due to reading the psychic power effect instead of the crit chart for the -1crit he was at. It was way too funny though, he plays a fat "southern" Arbites and was joking that the donuts were supposed to kill him first. I read the text of the haemorege power which describes an overtaxed heart bursting, and everyone lost it. Now I need to give him that fate point back for a suitably heroic action, but I don't want the players to think getting fate is easy.
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>>50690238
Not really.

The issue is their roll with 'punching/kicking' isn't as good as their weapon probably.

There's an argument if the rolls were identical or the unarmed was somehow better...but it's just easier to suggest it fails, like someone full-autoing without enough bullets left in their gun, even if they can draw another gun as a free action.
>>
>>50691594
You could always explain the mistake and suggest this effort had a lower threshold, just be careful you don't accidentally kill him first, because it was kinda your fault.
>>
I made the mistake of giving a very pitiful encounter involving rookie gangers holding up a shop. Long story short, three ran, one was summarily executed, and the last was kidnapped and sent back to their Inquisitor's cruiser.
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>>50689300
I don't think you understand. If someone Lightning Attacks my character, I roll to parry ONCE, and every degree of success on that roll is one of the opponent's attack successfully parried.
>>
>>50691741
Depends on the game you're playing.

I don't know DHE2, and that's the case in Only War, it's not in DHE1 and Rogue Trader.

Lightning/swift attacks are not mentioned alongside full/semi auto because they behave as individual attacks with their own rolls, unlike OW which gives you an additional hit per DOS (or two DOS)
>>
>>50691750
I don't think anyone uses the old rules anymore, even if they use the old systems. Modern rules for this stuff are a super common houserule to apply to the older games.
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>>50691867
Is there any compendium for those houserules?

I'm still playing DHE1, but my GM condensed the skills (thank god). It'd just be easier if I knew all the differences, because I haven't played DHE2, OW, or RT, just read here or there.
>>
>>50691699
After all, its a flurry of blows with that weapon. Then it broke, so it ends the chain.
>>
>>50691910
>With fury and precision, the attacker strikes his target multiple times in close combat. He must be armed with a melee weapon or be able to make unarmed attacks to take this action.
>>
>>50692201
...so?

You can take those actions with unarmed strikes, we knew that, it doesn't mean you change weapons halfway through. Otherwise, if I could draw/stown as a free-action, what would stop me from changing weapons mid-flurry to adjust for pen as I register damage?
>>
>>50691891
There's several compendiums and they're all full of weird creative choices that kind of fucking suck. No real community consensus ruleset or anything, unfortunately(?)
>>
>>50692222
>if I could draw/stown as a free-action, what would stop me from changing weapons mid-flurry
Who said you could change weapons mid-attack? You're not wielding a melee weapon with both hands and feet. You can kick or punch at the same time. If your weapon is broken, you don't just freeze in place until your next turn. Heck, you could keep beating them with the broken improvised weapon if that's preferable.

Shitty hypothetical, anon.
>>
>>50692320
Are you making a dual wielding attack? Did you declare that when you rolled? Taking the appropriate bonuses and penalties?

Otherwise you're attacking with one weapon. Which just broke. Shit outta luck.
>>
>>50692337
Dual wielding is stated to be for weapons.

Broken weapons still count as improvised weapons.
>>
>>50692369
There's no mechanical precedent for combining unarmed attacks and weapon attacks in the same roll. You're arguing from an absurd position that has no RAW justification.
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>>50692531
No more absurd than 'if your weapon breaks, you suddenly stop everything'.
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>>50692543
I can buy using the broken weapon for the duration of the attack, but breaking into unarmed combat is a massive stretch.

It gets mechanically complex though because a broken weapon will potentially have different modifiers on the attack, meaning it may not have hit anyway.
>>
>>50692244
I think that's normal. Most people just want to pick up something and play.
>>
Hey, my acolytes are currently in a wild, dangerous area far from civilization. There's some cults and secret PDF presence but that's it. Someone will be joining the group soon and I have some ideas to help him make a suitable background for the situation but if y'all can help it's appreciated.
+ Scavenger looking for loot (poor) or explorer from off-world (noble/rich)
+ Paranoid PDF deserter who wants to learn "what's hidden out there"
+ Escaped cult slave
+ Someone seeking refuge inside of the area (escaped from the law, etc.)
>>
>>50692883
Just to be clear these are all different background ideas.
>>
>>50692543
Except that makes perfect sense given the mechanics of how swift attack works, just like how if you jammed on a full auto attack, you'd stop attacking with multiple shots too.
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>>50691476
explain
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>>50693214
Not that Anon, but a GM who did the same mistake.

Ascension is an expansion for DH1 where you can play proper "high level" characters (13k XP+ unless I misremember), with new character classes like Magos, Inquisitor, Primaris Psyker, Death Cult Assassin and Vindicare Assassin, ascended talents, influence as a mechanic and what the fuck not. Sounds good on paper, right?

Well, FFG completely fucking bodged it. The new psychic powers are so comically OP that the Primaris Psyker class makes every other class effectively pointless, the Vindicare Assassin makes every other combat character, -which can include ported over Deathwatch characters-, fucking useless as the average mook in comparison. The Magos is just the Tech-priest on super-steroids with all the problems of the Tech-priest class in DH1 on aforementioned super-steroids and the other character classes are best left unmentioned because of how terrible they are. On top of that, the new talents are more or less just bundling together a group of talent into one super talent with generally completely ass mechanics and a shitload of other mechanical problems that point to the expansion being incredibly half-assed and poorly thought out in development. Not even the new gear is particularly cool.

It tries to make the players into pic related but completely fails, makes a complete ass of itself and perfectly demonstrates that DH1 (and the 40krpg's in general) tends to break as a system when the players reach around 10k+ levels of XP since the system is obviously designed around lower level play.
>>
How fucked would your party be if they had to face the Emperor in his prime in bed?
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>>50689102
>biggest fuckup
So far its giving the players a chimera in OW. Now stuff that can hurt the chimera (because vehicles have such absurd armour and structure value) will absolutely pulp the players.

I know its not that big a deal. But I haven't gmed for that long.
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Is the Skullreaper in Tome of Blood a Lord of Skulls?
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>>50693839
Considering he tends to burn the eyes of those who only so much as look at him... It's gonna be steamy.
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>>50692556
Exactly, it may not have hit, and furthermore, I don't believe power field states how much of the weapon is left to be wielded as a hilt.
>>
I wanted to consult the /tg/ hive mind about some homebrew gear I've been ruminating on. All of the following were designed via the gear creation tools in "The Fringe is Yours".

Sergian Pattern Mk Xa Autogun
| Basic | 100m | S/3/10 | 1d10+3 I | 0 | 60 | Full | Reliable | 6kg | Scarce |

The Forge World Sergia III is renowned for its love of conventional ballistic weaponry; they pursue the Omnissiah's perfection by perfecting an ancient and venerable form of weaponry. Beloved by humans and xenos alike, the Suppression-Pattern Autogun is the standard armament of the nearby Fortress World of Sergia II, established to counter the constant Ork raids that plague Sergia III.

Sergian Pattern Mk Xb Autogun
|Basic | 100m | S/3/- | 1d10+3 I | 0 | 30 | Full | Reliable, Accurate | 6kg | Scarce |

A variant of the Mk X Sergian, the Mk Xb sacrifices the extended clip and full-auto capability of its brethren for increased accuracy at range. The Mk Xb is most often utilized by scouts who want the accuracy of a long rifle, but hesitate to sacrifice the versatility of semi-automatic fire.

Sergian “Spear Gun”
|Basic | 150m | S/-/- | 1d10+8 | 6 | 1 | 2 Full | Reliable, Accurate | 8k| Rare |

An ancient and revered design hailing from Sergia II, the Spear Gun is a heavily modified variant of the standard Imperial Sniper Rifle. Firing rounds nearly a foot long, the Spear Gun is designed to punch straight through armor at ludicrous range. While rarely utilized by even Sergian regiments in the field, it's a rare Chimera that doesn't have one stowed inside; just in case.

Sergian Pattern Heavy Stubber Mk VIII
| Heavy | 90m | -/-/8 | 1d10+4 I | 3 | 150 | 4 Full | Ogryn-Proof | 40k | Rare |

Inspired by the Storm Bolter, the Tech-Priests of Sergia III saw an opportunity to create a superior heavy stubber. Putting an almost ludicrous amount of firepower onto a single platform, the Sergian heavy stubber is jealously guarded by the local regiments.
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>>50698298
I somehow missed listing Storm under the heavy stubber. Ugh.
>>
>>50698298
>>50698490
It's very similar to the Assault Stubber in Into the Storm. (If you look at the PDF, the Assault Stubber is a basic weapon, but they errata'd it to heavy.)

I'd say the Into the Storm Assault stubber is better. Your stubber fires 2 extra shots, but the Assault Stubber reloads twice as fast and has 50 more shots in the mag.
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>>50698722
(Not the guy who posted the stats) It's not clearly better, though. It's different, but reasonably balanced. Which is why I like it.

If it allowed BC mods, as a player I would slap Belt Feed on it.
>>
Is it possible to add traits to a weapon, provided that you have Tech-use and Trade (armourer), or it's one of those "ask your GM kind of thing"? [spoilers]I want to put Accurate on my autocannon, because sniper rifle is for pussies.[/spoilers]
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>>50698722
>>50698298 here. Wow, completely missed that. Looks like mine would be better for Ogryn use and fires a bit faster, but the Assault Stubber has a bigger clip that reloads faster and weighs less. Do you think it would be too powerful if I upped this thing's clip size? You know, to make those long reloads worth it?
>>
>>50698816

what's the point? you don't get bonus accurate damage on it unless you have versatile shooter
>>
>>50698298
I love the idea of the Sergian "Spear Gun" but it's stats are way too much. Being basic, 150m, accurate and 1d10 + 8 with 6 pen makes this "heavily modified variant of the standard imperial sniper rifle" punch harder than a bolter.

Honestly I think the pen should be reduced a bit, probably down to 4-5.

More importantly you should modify the fluff and main stats.

An accurate basic weapon that does that much damage, even with a clip size of 1 and reload of 2 full is pretty OP. If a player does a half aim with the gun before firing they will get a +30 bonus to their shot with a range of 150m. This thing will gib anything with no or shit armor and will still fuck up well armored enemies. Here are a few possible changes to make the gun less op.

>> Remove accurate trait. If the gun is to be a basic weapon it shouldn't have accurate other it will make it instagib a lot of shit.

>>Or keep the accurate trait but make it a heavy weapon. It will get the +10 BS bonus for firing but won't get the extra damage dice. Going by the fluff, shooting a footlong projectile from a rifle should be an honest to god nightmare. I'm talking about an experience so awful just looking at the gun makes you wince. Give it a simple attached bipod.

Granted all of these suggestions are designed to keep it in the tone of it being an old heirloom type of weapon. A proud piece of history/tradition that is useful, but not exactly modernized.

Also I'd recommend amending the fluff for it. Drop the heavily modified variant of the standard imperial sniper rifle. The work that would need to be done to turn a sniper rifle into the spear gun would be tremendous. Just fluff it as an indigenous anti-armor weapon. But also reduce the round size. 1ft long rounds is genuinely batshit crazy. A gun firing rounds of that size would need to be really long and as a by product really heavy. Make the rounds smaller, not by a huge deal, but i'd say 8-9inches long.
>>
My friend is somehow trying to get me to come cram Pokemon in eve campaign.

I'm trying to let him loose. How do I do this most effectively?
>>
>>50699089
Bonus aim makes semi-auto much more useful. I set up the ambush, 1 full turn spent aiming, then 1 full action to shoot semi-auto. I have a BS of 40, +10 from Accurate, +20 from Full Aim, for a whopping BS of 70. Also, my rolls defy mathematical probability and not in a good way, so I'll happily grab any bonuses I can get.
>>
>>50699623
>>50698298 here.
Thanks for writing all that, always nice to get a thorough answer. I thought about making it a heavy, but the only Heavy sniper I could find was the Longshot, and that thing just confuses the hell out of me. From what you said, I'm thinking these will be the changes I make.

>Knock the Pen down to 5
>Take out the Accurate trait
>Rework the fluff to be more reflective of an ancient native design

I hadn't really done the math well enough in my head, to be honest. Thinking about 1d10+8 with 6 Pen and Accurate means this thing could pop marines, no trouble. Forget anything you (should) throw at Only War characters on a regular basis.

Thanks again!
>>
>>50698298
>>50699623
>>50699809


Happy to help. I love homebrewing and theory crafting and in turn helping sharing ideas with others.

Going with the fluff and the general idea of it, I think it's awesome. I love the idea of a big bad old school heavy rifle designed to fuck up stuff. I think you could work in the history of the weapon into affecting the quality of it. Hence a poor or common quality "spear Gun" would be very old, and heavy. prob around 14-15 kgs. Good and Best quality versions would represent a modernized version of the "spear gun". Same original barrel and massive round, but the stock and components are made of lighter materials so reduced wt of 10kgs.

Also going off of the idea that the weapon is still in use, via being stowed in chimera, given the weapon a special quality that it can be easily broken down and reassembled. A gun of that size and power would need to be easily broken down to be viable in the battlefield or just for stowing in an active chimera. So using this quality a character can take a challenging tech test (+0) to reassemble/breakdown the rifle in 5 full actions (structured time) or 1 minute (narrative time). And a Sergian native can do the tech test with a +20 due to his/her considerable familiarity with it. Equally a poor quality gun could take 6 full actions to fully assemble (due to old/bent/abused parts), while a best quality take only 4 full actions to reassemble or break down.

So here's my recommendation of the build

Sergian "Spear gun" Mk. II
I Heavy I 150m I S/-/- I 1d10+8 I 5 I 1 I 2 Full I Reliable I Rare-Very Rare I 14 kg if common/poor quality, 10 kg if Good/Best I
>>
>>50700063
Perhaps give it the Crippling quality and a weapon-specific add-on that increases reload time, reduces range, but adds Snare or something like what the Dire Harpoon daemon engines in Tomb of Decay can get.
>>
>>50699809
>>50700063

Plus you could up the clip to like 3 rounds since it's no longer basic + accurate

Additionally since the weapon is a rather simple design, and a bit of a culture tradition for Sergian regiments you could also have a variant of it for emergency engagements.

Since the weapon is now heavy and with limited clip, it'd be good when characters have the chance to take out far away targets, but it's low clip size and heavy status make it not that useful in close quarters emergency engagements. So I recommend statting a "variant version" that is made using a tech-use test on the gun. Whatever the fluff reasoning is, it would allow players to turn the gun from a heavy to a basic, but with considerable tradeoffs: Like the gun drops it's range from 150m to 30-45m and maybe putting in a new special condition: like "If firing this weapon an x # of times in one combat encounter will result in either 1 wound or x levels of fatigue." This lets the weapon be a potential godsend in emergency situations, but it has drawbacks that prevent players from trying to abuse it.

Hell the fluff could be something about how an old Sergian warhero/folkhero's "Spear Gun" had it's barrel terrible mangled in battle and so the warhero had to cut of most of it to still use the gun, and then used the shortened boomstick to obliterate some enemy command"

So by doing a challenging tech test (+0) players can take the powerful but unwieldy "Spear gun" and turn it into a "boomstick"

so the boomstick stats would be:

Sergian "Spear Gun" Mk. II (modified into Boomstick)
I Basic I 30-45m I 1d10+8 I 5 I 1 or 3 I 2 Full I Reliable, maybe inaccurate I Rare I
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>>50689102
>Biggest fuck up
> Having my war band run across 4 autocannons in a church on a investigation. The Krieger sniper had his entire left arm shot off. The player nor the character was happy with that fuck up but everyone did learn to use cover and duck after.

> Autocannons are RETARDED OP
>>
>>50700342
> Autocannons are RETARDED OP
Did you not read the weapon's statline before the encounter?
>>
Hey, are there any mechanicus war robots or skiitari pattern stuff in the FFG system?

Prefferably in some of the newer lines - my gm suggested a robo buddy of some kind like they have in tabletop/30k, and i'm wondering if there's anything close in minions or npc statblocks i can look at to approximate stuff.
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>>50700380
*wimper....*
No ?
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>>50700384

It's all in Mars Needs Women already, in the op. Every single piece of Admech gear, including robots, is in there.
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>>50700384
use the fan made Mars needs women anon
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>>50700386

Autocannons are one of the Holy Trifecta of crazy good weapons, alongside the special-ammo Storm Bolter and the bio-corrosive Rotor Cannon.
>>
>>50700398
>>50700405

Hmn. I'll take a look, but that may not actually fly for our game, though.

Is there any source material/heresy/crusade stuff that was based on i could look at?
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>>50700441
anon i hate to break it to you but they only had the three books and a few splats. the licensee is dead. This is the best you'll get unless you home brew
>>
>>50689102
>biggest fuckup
I let them engage in time travel.

Sure, the story more or less revolved around it, but I realized letting the players do it was unnecessarily confusing and just fucked stuff up. We had a talk and agreed to leave it at that, because it was kind of a mess.

I also accidentally introduced a continuity error as one NPC they obtained an item from in the start of the campaign was substantially different from his portrayal later in their campaign, when he got himself lost in time with the artefact he eventually already had given them...?
But I think I can solve that too.
>>
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>>50689102
>Maybe a bad description

This is a big problem for me. One time, it almost caused a Detachment to sell hookers to a Necron Phaeron. The second time created an accidental burlesque house.
>>
>>50700490
Explain both in great detail.
>>
>TFW nobody in the party respects the PC interrogator
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>>50700483

I think time travel is one of the funnest things you can do in the 40k games, because it opens up a lot of opportunities for weirdness, and pushing what the players deem as acceptable. So far, I've had players

-Travel back to the Great Crusade
-Travel 800,000 years into the future
-Relive a Majora's Mask-esque time loop
-Fight through frozen time
-Fight through reversing time
-Fight through accelerating time
-Accidentally become children
-Accidentally become manly old men, complete with Beards of Experience

There's so much you can do if you don't ask how, but when.
>>
>>50700252
>>50699809


I don't know about giving the weapon itself crippling quality, but I think giving it an ammo type that causes crippling makes sense. If anything I think the weapon could/should get concussive quality cause anything that gets hit by it will certainly feel it.

Going by the fluff, it could be easily made that the weapon has 2 ammo types. The first round is the "normal" round. The giant, heavy slugs made for punching through armor, the reason why the gun has the 5 pen. However since the weapon fell out of practical service it could be fluffed that the weapon wasn't practical enough and the dense heavy metals needed for it's giant slugs were needed elsewhere so a cheaper bullet was used as a replacement. The alternative round, the one which gives crippling quality, could be that it is made of cheaper/less dense materials and so when it makes contact with a target/wall/thing, the slug splinters under the high force causing the massive round to splinter into a number of "largish" pieces inside the target giving it crippling quality.


>>but adds snare or something like what the dire harpoon

It's not a proper spear gun, basically just an anti-tank rifle from the description the op gave for it. I think giving it crippling option is enough, giving it crippling and snare is way too much, anything hit by it will be screwed. but, I've always wanted to have a badass harpoon spear gun for a character.
>>
>>50700252
>>50700306
Damn, /tg/'s generous today.

>Perhaps give it the Crippling quality
Well, it is a massive round that either stays inside or goes right through whatever it hits, so I can certainly see where this is coming from. I'll definitely think about it.

>Boomstick
This is something so diabolical I wish I'd thought of it myself. >>50700063 thought up some great rules for breaking it down, so the "boomstick" could just be the spear gun partially broken down for maneuverability at close range. Also, since a longer barrel does help to alleviate recoil, I'd imagine taking off most of the length on this beast would mean this thing would throw out your arm after a few shots. Here's what I'm thinking.

Mixed Blessing: While a powerful close-range weapon, modifying such a heavy rifle does have its consequences. Firing this weapon 3 or more times in a single encounter will cause 1 wound or 1 level of fatigue.
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>>50700515

Well, the first time, the Tau/Dark Eldar Detachment had met with a Necron Phaeron while they were searching for parts to ghetto-rig a piece of archeotech back together. The Necron demanded "companionship, a juvenile Enfleshed" to serve at his side. The players paused, and began listing off all the exotic and nubile races they could give him. At this point I realized something had gone horribly wrong. The Cryptek had to clarify that he wanted a small pet, like a puppy or something. It was something completely innocent that I fucked up explaining.(Exelion, Ep. 8)

The second one was the Republican Commandos entering a bar aboard the Tau battleship-nightclub Studio 69. I described the place as a "Sisters of Battle themed eatery, where the 'Sisters' were wearing a little less than usual." I had meant it as a family friendly place like Hooters, but as time went on, they were referring to it as a strip club, and it was too far gone to fix. Even now, the Commandos look down poorly on actual Sisters of Battle. (Spess Mareen: Republican Commando, Ep. 4).

All cases of misinterpretation that led to terrible things I did not mean.
>>
>>50700585
Dude, I snagged Nox as a villain and set the story in The Jericho Reaches, where the Hadex Anomaly is pretty much stated to fuck with time. I even made a bunch of necessary retcons (due to players moving) in-universe works of a time wizard because it was more fun that way.

They managed to:
>Summon their alternate universe selves, where the retconned PCs weren't, so there's two nearly-identical copies of their ship running around the sector
>Fight a time-freezing sorcerer while time is frozen
>Get caught in a groundhog day loop and only break loose because they retroactively found a Necron artefact
>Exploit said loop to loot the half-forgotten planetary defence lasers
>Collect hidden parts of a Necron time-traveling artefact and assemble them, only to have the local Inquisitor poof into the past by mistake. Explaining that to the rest of the =][= was awkward.
>Have vivid flashbacks of the War in Heaven. Not good for your mental state.
>Accidentally released The Hounds of Tindalos into the universe but made them empathic hippies
>Shoot sorcerer with a navigator-based, Old Ones-powered lance weapon to make sure he doesn't fuck up time worse.

I kind of enjoyed how off-the-rails that campaign turned.
>>
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>>50700727

I'd love to go back and visit the War in Heaven one day. It's probably the last major setting event my players haven't turned into a playground.
>>
>>50700653
Yeah the rules for the boomstick sound perfect. I was gonna suggest that a player could fire as many shots as their Toughness bonus before taking a wound and fatigue but I think just a static 3 works better that way.

And in regards to the crippling quality I put it in the post above yours, but I think it'd work better as having a crippling ammo.

Having a weapon cause that much damage with 5 pen plus crippling is a bit overkill. Bolters and autocannons have similar stats and comparable damage/impact but they don't have crippling.

What I suggest is that there is the normal round which gives 5 pen and then there is the crippling round. The reasons for 2 different rounds is for balancing and fluff. Since the weapon is really old it could be that the normal rounds were produced less and less since the original pen 5 rounds were too expensive and used heavy dense important materials. As a replacement the Spear gun was issued the alternative crippling round which was cheaper to produce for a technically non-standard guard weapon. These new rounds were made out of softer materials, and while they still hit hard, perhaps the strain on the actual bullet caused it to buckle/splinter when it hits something causing the round to have a pen of 0-1. But the upside is that the since the bullets are so large, when they do splinter it will result in a few large shards which would cause the crippling quality.

I figure it'd be a bit much if the gun had pen 5 with crippling so having an ammo that gives 5 pen and an ammo that gives 0-1 pen w/ crippling seemed like an ideal compromise that works with the fluff.
>>
Has anyone got the PDF for Falling Stars or Black Crusades GM Screen. Seem to be the big missing 2 from the Mega Share. Is there also a guide for getting rid of the copyright that Drive Thru does on a PDF?

The silliest thing my GM did, amongst thousands of others - Letting one of our players play as a Grey Knight. In Rouge Trader.
>>
>>50689102

Okay, so i'm going to try and get my group to play either Rogue Trader or Dark Heresy over the holidays. Which edition is best, which is more fun, and what are some good basic plot lines i can elaborate off of for both? Please help.
>>
How big is too big for an OW game?

I'm thinking of having the party launch a covert strike behind enemy lines to take out an ork artillery emplacement. The idea is they hold it until the main offensive front can reach them, then have a rok land on the planet which fucks everything up. Then transition into 11th Hour until the entire Regiment is pulled off them planet so we can go on to Final Testament.

Is dropping a Rok on the players too much for like session 3?
>>
>>50700908
Sounds good, swapping ammunition is a good way to incorporate both ideas.
>>
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>>50689102
Give them an autocannon and be a generally poor GM.

While they had fun, ultimately my friend became the new DM and we went back to D&D. At least it's 5e.
>>
>>50701551
Rogue Trader if they have any self-motivation, DH 2e if they don't.
>>
>>50701551
If you're good at coming up with stuff on the fly and you have a party that is self motivated RT is the way to go.

If they're not that self motivated. I'd recommend pick up Lure of the Expanse and run that. It's a fun short(ish) adventure that provides some guidance but lets the players head towards their goal the way they want too.

I don't have much DH experience so I can't help you there.
>>
>>50701841
>>50701886

sadly my party is terrible about taking the plot and running with it, i generally have to prod them to get them to go places and lead them along all while creating the illusion of free will. So probably Dark Heresy then, though i will look at Lure of the Expanse. Thank you for recommending that by the way. Is there anything i absolutely have to know before running either of these, and as veterans do you guys have any suggestions?
>>
>>50701952
What the level of 40k knowledge your players have and how experienced are they with RPGs?
>>
>>50702032

Well we all play 40k, but i'm the lorefag and probably the biggest enthusiast. I'm the only one who reads the books and the fluffy bits of the codexes. I mean they know the broad stokes, but if you ask them specifics it'll go over their heads. Have to explain lore to them every once and a while when we get to talking.

But they have all played a couple of different rpgs fairly extensively. Nwod, dnd, shadowrun, Ragnarok fate of the Norns and one or two others.
>>
>>50700473

So there's nothing official and no hope for the future? I guess it was an impossible fever dream after all. Thanks anyway.
>>
>>50702106
Great. Make sure someone is the Rogue Trader if you play Rogue Trader. Keep in mind the level of resources that an RT starts with is what typical high level DnD characters will end with. So making sure they're not searching enemy corpses for spare change because they don't need that shit. "Money is for poor people" is the line that sums up Rogue Trader nicely.

As for DH. Just get across to them that going "Hey we're with the Inquisition" will close alot more doors that it opens.
>>
>>50702595
Well, doors will open. There'll just be people with guns on the other side.
>>
>>50702595

K. Thank you. Do you have any recommendations for good plot lines and hooks?
>>
>>50702794
If you play DH 2e, I recommend playing the Dark Heresy 1e missions. A good starter is Edge of Darkness.
>>
>>50702861

Thank you.
>>
I'm thinking of using Beast:The Primordial to flesh out warp daemons/shenanigans in DH.
>>
So my Rogue Trader group is going to a planet with the ruins of an archeotech civilization that's populated by subhuman survivors of the civilization (working story is that they were in discussion for assimilation during the Great Crusade, but then Heresy happened and traitors wiped them out, and then a warp storm, recently dissipated, cut them off soon after or even before the Heresy ended.)

Obviously there's an abundance of the archeotech resource in the system, but in the cities, one time they can actually acquire is a good-quality Gellar Field with the Swirling Energy trait.

Obviously I don't want them to just grab it, or even be a guaranteed find, but I'm not sure how to go about it.
Whether to make it an exploration challenge they can permanently fail, or maybe perhaps somehow finding out about it from the regressives, finding a group unaware of their presence, and shadowing them to it (though none of the explorers have shadowing at the moment since that shit doesn't come until like rank 4 IIRC.)

The regressives would lead them to it because it's part of an incomplete ship being built to escape the chaos marine induced devastation but never completed. The regressives don't remember why or even what it is, just that it's somehow important to their (former) civilization and worship it. But given their civilization's fate, even ten thousand years later, are immediately hostile to unknown creatures, especially sentient ones.
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>>50704493
Hmm, I forget what swirling energy does, but how about this?
The sub-humans are obviously terrified that they'll be attacked by traitor legions again, and they believe that there is something aboard their godship that would spell the end of the world if the traitors got it. Because of all the decades and centuries of oral tradition, they believe that someone who is not "pure" entering the ship will instantly result in the damnation of the cosmos, and so they have carefully prepared rituals for destroying the ship if such a contamination takes place, including awaking the "ancient guardians" to purge the godship and give it a merciful death.
So basically, the pcs have to find out about the godship, figure out that getting aboard it is going to be hard, and know that if the primitives find out they're going to try to destroy the ship rather than hand it over to 'em.
The "Ancient Guardians" can be whatever the hell you want: Dark Age robots, a group of insane space marines who have been kept in stasis, Necrons, proto-Rak'gol, maybe bizarre viral weapon of some kind, just something really bad and nasty that will not only kill the ship but also kill the explorers in a horrible way.
Also, to spice thing sup you gotta have some traitor leigonairs sneaking around trying to capture the godships secrets too.
>>
>>50704493
>Swirling Energy trait.
I don't know what that is. But if you want to do something weird with it you could have it keeping something in. Like the locals have like a Cthulhu legend or something, a great evil came from the stars and brought ruin to the land. But their ancestors tricked the evil by offering it the the ancient wizard weapons of old, the firelances (atomics). They then trapped the evil beneath the world and it lays there to this day, never dead always slumbering.

Assuming they follow this, the words ancient weapons should attract their attention. You can lead them to an old weapons research facility and have it protected by the ancestors of the original garrison (now like a weird order of warrior monks). All the atomics are, of course, no good due to age. But after further hunting they find an ancient vault, they open it and, hey there's a gellar field here, that's fucking weird. And inside the vault is a bunch of suits of ancient Space Marine armour and they look pretty pristine. But it's got alot of iconography that they don't recognize. Deactivate the field and suddenly Rubric Marines. Rubric Marines EVERYWHERE.
>>
>>50705220
>>50705349
>>A shroud of energy surrounds this object, shimmering, glowing, or perhaps even flaring into existence before vanishing periodically.
>>Ship Component: If this Component would ever become unpowered or stop generating Power, so long as it is not destroyed in the process, it continues to do so for 1d10 minutes after it would normally shut down.
Relevant text. Note, RAW, that this trait is almost entirely useless, as each ship combat Strategic Turn is 30 minutes. A 5-minute grace period to attempt an emergency jump out of the Warp is nice, but...not really archeotech tier, IMO. If it meant 1d10 Strategic turns (And thus up to about 4-5 hours) it would make a lot more sense.
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>>50689102 (OP)

>biggest fuckup

DH2e. Failed to spot That Guy for what he was, as I was focusing on getting a relative 40k newbie to understand the setting. I'd say I did well with that, but it was too late. For you see, the group was going Radical, and That Guy made a deal with a Daemon. Suffice to say most of the group bailed as I tried to deal with my first ever overpowered player. Learnt a lot, though.

Now, the image of the young and solitary hive city of Lesklavaj - uh, I mean Lesklavak - on Koripsyon 2. The tithe is 0.008% under what the Imperium demands, and one of the local Arbites have made it known to an agent that the governor has obstructed their investigations in a technically legal manner, and that he has put off purges to the point where parts of the ground level have become lawless areas where scum shelter.

There's a bunch of references to a book series I like - the Discworld one is a red herring.

Had to reduce this from roughly 7000x5000 to get under 8MB. I'll upload one without the place names shortly.
>>
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>>50706345
Without the place names.
>>
Bumping with a question: How do you get new blood to play RT?
>>
How different are stat blocks between Dark Heresy 1E and 2E?
As in, if I wanted to run the missions from 1E in 2E, am I better off taking the idea and rebuilding it, or should I be fine?
>>
>>50707357
The balance is totally different, and all the talents work differently.

Between OW and DH2e you can probably find all the stat blocks you need though, so just run the adventure but crib the stat blocks from other books.
>>
>>50707195
If you can sell it to them as East India Trading Company In Space and that sounds like a good idea to them, it should be pretty easy.

Tone down the grimderp for rank newbies, but also let them know things like skulls in the imperium represents unity and holiness instead of mortality and decay. Otherwise DH seems like the better bet.
>>
>>50706345
where i can get it in higher res?
>>
Is it worth trying to get a good quality plasma pistol over a common or poor quality one? It's just as likely to take my character's hand off.
>>
>>50708337
Its only -10 to the roll. Go for it and it might save you.
>>
>>50700585
>Travel 800,000 years into the future
How did that future look like?
>>
>>50708487
Daemons controlling everything and Eye of Terra?
>>
>>50706345
>>50707805

Dropped the ball on that one, sorry anon. Better late than never. Got the original images, the 4chan resized ones, and the messy photoshop document it came from (I'm not particularly organised when it comes to layers) all zipped up.

https://www.dropbox.com/s/23slzm9g0l9sktr/DH%20Map.zip?dl=0
>>
>>50708586
thanks buddy
>>
>>50708487
>How did that future look like?
Everything is exactly the same as it is now, except about three times shittier and more grimdark for literally everyone. The Imperium is due to fall over any day now and keeps losing outlying territories at an alarming rate, the Tyranids are bogged down and slowly starving to death, Chaos is still the inevitable victors when the 41st Black Crusade hits, no, honestly this time, the necrons have long since fucked off to a nicer universe, the Eldar are hanging on by the thinnest of threads, and even the Orks are getting sick of there only being war. It is not a nice future.
>>
>>50709203
Yeah, the thing you wrote sucks.
>>
>>50709523
It's called a joke, anon.
>>
>>50709769
It's called a bad joke, anon
>>
Is the Warpsbane Hull a proper gellar field? Or do I need a field in addition to it?
>>
>>50709958
It includes a field already.
>>
>>50709966
Cool, thanks.
Rereading that, I see now that it says the statue is projecting a field. I feel a bit dumb now.
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Is the Long Las lowkey one of the best guns in any of the games?
>>
>>50710126
Yes. The traits are making it a beast.
>>
>>50710126
It does shine against orks as they don't normally wear heavy armor.
>>
>>50710126

it's good but it's not great, and it's not the Holy trifecta.
>>
Trying to homebrew some simple low tech weapons, want input.

So I was thinking of homebrewing a kusarigama style weapon that gives the snare quality. Purpose of adding this weapon is so players can access and even craft with survival skill a simple but useful weapon with snare quality.

Heres the initial idea:

I blade/handle I melee I 1d10 I pen 1I
I ranged- chain w/wt I 2-3m I 1d5-2+SB I pen 1 I snare (1) I scarce I 1-3kg

the 2-3m represents the range for using the weight and chain/rope for snaring.

Now I had two ideas for the weapon. The first is the statted version above which is the weapon with a rope/chain w/ a simple weight

Second variant will be replacing the simple weight with a bladded, sharp hooked object. it would boost the weapons damage up to 1d5+1+SB with possible pen of 1. however since this variant will have a larger/more awkward head will mean it's snare quality will be snare (0) meaning that there is no additional penalty to the snare test an enemy must take. Reasons being that the "lethal" head simply won't entangle the enemy as much.

I was also thinking that since the weapon can be crafted via survival skill there will be two versions of it. Rope and chain. A rope variant will give an enemy a bonus to strength tests to break out of it, while a chain wont.
>>
>>50711308
This trifecta thing includes a fan made weapon which is idiocy.
>>
Hypothetical: If two Rogue Traders get their sexy on, and possibly marry, what happens to the Warrants? Does she/he have to pledge allegiance to one of the families, or is it a Union of the Crowns kind of deal?
>>
>>50711536
I imagine there's a literal army of barristers, officials, notaries, administrators and Sisters of the Order Famulous that deal with this on a fairly regular basis.
>>
>>50711570
That doesn't answer the question, though.
>>
>>50711601
Sounds more like a plot hook than something that needs and 100% clear cut answer.
>>
>>50711436

Why? Enough people use the books that they're known enough, and FFG certainly isn't adding anything new.
>>
>>50711308
>Holy Trifecta

the what? I assume the meltagun is one of them?
>>
>>50711601

What >>50711671 said. It's probably always solved on a case-by-case basis. Therefore, a whole adventure can be built around solving that economic and political mess.
>>
>>50711812

Autocannon, Storm Bolter, and Rotor Cannon
>>
Looking for ideas of ambushing squad of guardsmen in an abandoned hive by either dominate, dark eldars or mutants/wildlife.
>>
>>50700386
Autocannons are meant to be mounted on vehicles, here's a video of one IRL.
https://youtu.be/9FChxn6hBAg?t=16s
Now imagine that being applied to a person.
>>
>>50712059
You forget about one thing. Player=/=character. My face gets red and veins show up when i see shit like this.
>>
>>50711436
Agreed. Leave Shas's OP bullshit out.
>>
>>50712083
What?
>>
>>50712139
The knowledge you have doesnt mean your character has it.
>>
>>50712174
I was pointing out that autocannons are massive vehicle mounted weapons, not something man portable, and therefore will cause massive physical trauma to any person unfortunate enough to be hit by them. What does that have to do with whatever you're saying?
>>
>>50712119
Looking through the Homebrew stuff in the OP first time, I definitely don't agree with a lot of it.
Like Volkite weapons being "very rare", and Archmagos healing tanks just by being near it, and having a class that uses C'tan.
>>
>>50712083
>>50712174
The person was the fucking GM, idiot. They put 4 autocannons in a confined space without know just what kind of firepower they were dropping the PCs into.
>>
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>>50712203
>massive vehicle mounted weapons
They're straight up tank guns, that shoot (semi-)fast. Albeit, relatively primitive ones.
>>
>>50712232
>Volkite weapons being "very rare"
They share the stats of pulse rifles, which are very rare too. I see no problem with it.

>Archmagos healing tanks just by being near it, and
Based off a tabletop thing. i agree I'd hesitate to use it.

> having a class that uses C'tan.
Literally stated to be a joke class based on jojo. even the book says don't use it.
>>
>>50712083
It's not like an autocannon is some kind of esoteric piece of technology, it's a giant gun, any character who is vaguely aware of how firearms work can figure out that being hit by a fucking cannon is bad for their health.
>>
>>50712399
>They share the stats of pulse rifles, which are very rare too. I see no problem with it.
But they were becoming very rare at the time of the Horus Heresy. They're straight up lost technology stated to be high-maintenance to keep working.

They should be near-unique, or even unique in 40k, with their main draw being a prestige item to flaunt your wealth.
>>
>>50712434

Allegedly Cyraxus is changing that, we'll have to wait and see. It's already known volkite is a common sidearm in modern cult mechanicus forces.
>>
>>50712449
>Allegedly Cyraxus is changing that
Well I don't know much about the next IA, but as it stands, the only person in 40k with a Volkite weapon is a Tech Priest Dominus, who are stated to be high-ranking tech priests in the organization that hordes technology.

Until something changes, at best, I'd make Volkites Near-Unique, and extremely rare if the RT has Peer or Good Reputation with the Mechanicus, and only available at a Forge World.
>>
>>50712533
Though I'd also add interaction bonuses with people who know what a volkite weapon is, or are suitable impressed with it after a demonstration.
>>
>>50712533

Well, you can do that. You can change what you like about things, something you absolutely cannot do with official material. No things stopping you from using a unique rarity, just as I use very rare.
>>
>>50712575
Fair enough. Just explaining why I'd play it that way.
>>
>>50710126
>lowkey
What?
>>
>>50712586
http://www.urbandictionary.com/define.php?term=low%20key
>>
fuck tripfags
>>
>>50712575
>something you absolutely cannot do with official material.
You what, mate? Changing official material is as easy as "I don't think this genestealer statblock was thought through properly, let's use this one that makes them faster but substantially more fragile" or "This official Talent/gear/etc performs too well/shittily, let's tweak it a bit".
>>
>>50712747
This. I thought it was rediculous that Powered Armor Very Rare and Artificer, Extremely Rare, so I bumped them all up a rarity.

Of course, the errata then changed Powered Armor to extremely rare, which made the unchanged rarity of Artificer plate even more absurd.
>>
>>50712232
A lot of this shit is mechanicus fan wank
>>
>>50712961

It's because the tabletop got power creeper beyond recognition. Those books use tabletop as base. We RPGers got left in the dust. As a tabletop player, those stats look accurate, but as a GM I wonder where it all went wrong for GW.
>>
>>50689102
Fun Ordo Chronos thread going down right now from the ashes of a sister thread, if you're looking for ideas or have something to contribute.

>>50707892
>>
>>50713396
>as a GM I wonder where it all went wrong for GW.
"We need to make new shit good to push new purchases!"
"But the old shit for that faction is already awesome"
"Do I look like I give a fuck? We'll just hide behind 'we're a models company, not a game company', anyway."
"Too right. S7 AP3 Torrent Ignores Cover sound right?"
"I don't even know what that means."
"I'll take that as a yes, then."
>>
>>50715058
First there was "Inflicts Instant Death"
Then there was "Eternal Warrior" with makes a model "Immune to Instant Death."
Now we're seeing more and more, "Removes from Play"
How long until "Immortal Warriors, cannot be removed from play unless its wounds reach 0 as result of regular unsaved wounds. Immune to Instant Death."
>>
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>>50713396

>as a tabletop player
>as a roleplayer

Holy shit, this right here. THIS is the origin of the problem that people are actually arguing over.

I was part of two college groups, Dark Heresy, and Only War. The first are pure roleplayers who have never touched the tabletop, while the last was the guys who get together to play 40k every weekend. I dropped the Only War group because, well, I just wasn't a good fit. My DH game is a deep, character driven affair, where plots and intrigue take precedence over combat, and subtlety reigns supreme. We rejected the homebrew books right out during discussion. The OW group, last I heard, made an Admech regiment using Mars Needs Women and are just running around blowing stuff up and having a cheap laugh. They appeal to different audiences.

I'm a roleplayer, pure and simple. The tabletop holds no interest for me. The guy who wrote Mars Needs Women has stated that he's a tabletop player above a roleplayer. Most of the people on /tg/ who play these games are doing so to avoid the tabletop menace, because they love the universe, and they want to embrace the FEELING of 40k. Nu-GW is a glorified toystore, and the homebrew books use GW's toystore aesthetic. They don't understand the FEEL.
>>
Does anybody know, what happened to the Roll for Heresy fansite? There was some sweet stuff over there and now it looks purged/unavailable.
>>
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>>50712059
There are some man-portable autocannons IRL.
Lahti L39, M621...
People carrying them doesn't disturb me, since this is a setting where gangsters hipshoot M2 machineguns.

Anyways, that isn't a reason to make the autocannon as powerful as a MBT main gun, especially when the difference between autogun and heavy stubber is so small, and when you have AGLs and plasma launchers that are pretty shit by comparison.

But it's not the only flaw of the system: Their missiles don't make sense because apparently they have standardized the warheads, some upgrades are so well-thought that they can be put on guns despite having no mechanical effect.... And they didn't even fix it when 2E came out.
>>
>>50715280
There was some good RP driven stuff, not in the 40kRPG General though.
>>
>>50715328

So how can we collectively prevent the tabletoppers from imposing themselves on us, and removing the last bastion of grim dark feeling, Your Dudes, and true 40k left?
>>
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>>50715280
>Most of the people on /tg/ who play these games are doing so to avoid the tabletop menace, because they love the universe, and they want to embrace the FEELING of 40k.
Agreed nigga and I fucking love(d) the tabletop, because making miniatures of My Dudes and creating my own stories about battles in the grim darkness of the 41st millennium is what drew me into it alongside pic related. That is only really possible in the 40kRPG's now, and with far more detail, since GW is so obsessed with protecting their IP the hobbyist "your dudes" side of 40k has been dying.

>Nu-GW is a glorified toystore, and the homebrew books use GW's toystore aesthetic. They don't understand the FEEL.
Which ones do you mean? There's more than just Sha's stuff in the Homebrew folder.
>>
Shas' stuff fucking sucks
>>
>>50711787
Please google confirmation bias.
>>
>>50715549
I have a solution. One might say, a final solution.
>>
>>50716298
Go home, Shas - you're drunk.
>>
>>50716298
To take this criticism and put a more constructive addon, Shas' stuff really falls flat because it's based off the TT almost religiously, which both leads to a lot of problems and even FFG didn't do themselves entirely (LPA is AP7, Space Marine PA is AP8/10, for example). The biggest one that hit me in Mars Needs Women was that the Data-Tethers only did stuff for Doctrina Imperiatives, despite the fact that the whole point is they're just better Vox-Casters with a realtime uplink to the Skitarii combat network.
>>
>>50716818

I'm not Shas, you're Shas
>>
>>50715129
>>50715280
>>50715713
My favourite faction was always the Skitarii. I always wondered what kind of stupid shit the Mechanicus would trot out if one of their forge worlds got attacked. Then they came out with an actual 40k faction and I was really ready to dive right into the tabletop game.

I checked out a local tourney and it was the most boring shit I could ever imagine. No army was interesting, it was just Marines spamming large quantities of whatever could kill other Marines. No one gave a fuck about the lore. One big beardy fucker actually cared and had an awesome Kult of Speed army with tons of conversions and he came dead last.

Then when I went over the actual Skitarii book it was all pretty underwhelming. Alot of standardized mundane bullshit.

Anyway the point is, your version of something is always going to be better to you. It's why the book is always better than the movie and it's why whenever my players tangle with the AdMech they have to deal with all sorts of insane bullshit that they've never heard of and likely will never hear of again.

Did you know the AdMech has nannite swarms that they release on ships to reconfigure the lifesupport systems? Well maybe they only had the one and you pissed them off enough to use it. But anyways 1/8th of the crew just suffocated in their bunks and the lower decks are trying to get to the upper because they think their is some kind of evil spirit killing them. What do you want to do Rogue Trader?
>>
>>50716865
>>50716298
>>50712119
Okay thank Christ. I thought I was taking crazy pills because I read some of the homebrew thinking it would be cool to include in my games and immediately deleted it.
>>
>>50716903
That's the thing about AdMech, I feel, their technological levels are all over the place due to the disparity between individual, Forgeworld and even Forgeworld cluster/segmentum knowledge. Something that's considered Archaeotech in Obscurus might be common or completely non-existent in Ultima, for example.

The way I see it, the typical AdMech stuff when they get serious will more-or-less match or slightly surpass what the Tau are bringing out these days, with a lot of stuff that's worse but some stuff that's straight-up better, especially when you get into unique or super rare Archaeotech.
>>
>>50716935

Damn straight. You are only allowed to have FFG-approved fun here.
>>
>>50716903
>Alot of standardized mundane bullshit.
>>50716865
>it's based off the TT almost religiously

That's why I didn't like Mars Needs Women - it feels like a personal attack on Your Dudes. How DARE you try to make me standardize my guys, I'll do what I FEEL like!
>>
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>>50716903
>Then when I went over the actual Skitarii book it was all pretty underwhelming. Alot of standardized mundane bullshit.

Well, that's one of the tradeoffs you have to do when making a faction for a miniature wargame that has to have a recognisable and coherent aesthetic, a functional army list and playable rules. It has to have some manner of standardization. Which personally doesn't bother me, I like the Ad.Mech tabletop faction and their models, even if a lot of the crazy "up to your imagination" part of the old Skitarii wasn't included.

I always expected the AdMech military to have some degree of galactic standardization simply because of shared technological base, which is obviously represented in the TT faction. However, like >>50716968 said it doesn't stop there being variations between Forgeworlds and unique military applications between them. GW may have been de-emphazising "Your Dudes" over the past decade, but that doesn't stop you from using the existing armylist but converting and fluffing models that are to your own tastes. Unless you let the "BADWRONGFUN" autists dictate how you run your hobby that is. Which judging from the rest of your post, you don't.

>What do you want to do Rogue Trader?
Kiss my ass goodbye because I must've done something monumentally stupid to piss off the Martians that hard. Probably treated them like mobile equipment dispensers like pretty much every player does for at least one fatepoint.
>>
>>50716968
>Lord Fabricator the enemy forces have broken through, the Skitarii have suffered 88.37% casualties. The enemy has artillery will be operational in less then 8 hours and we expect a breach in 6.7 days.
Go to the Hall of Weapons. Pass through the Archeotech quarter. Enter the forbidden enclave. Find the black section. Awaken the Machine Spirit marked Sanction Ultima Gamma. Provide it with authorization One Niner Alpha Alpha Alpha Seven Four. Tear open its primary core and bring me the box inside marked DO NOT ACTIVATE UNDER ANY CIRCUMSTANCES.
>And after that my lord?
Leave a log entry stating the invaders were destroyed by a freak warp storm. Then terminate the rest of the command staff, then me, set the base to total lockdown and then terminate yourself. then yourself.
>>
>>50716968
I like to think of them as insane hoarders. Like realistically if all the Forge Worlds got together and actually started sharing some of their shit with each other they could drastically bring up the tech level of the Imperium.

But what if you bring everything to the table and someone holds something back? Then they have something you don't and that situation is unacceptable. So its best to hold everything back so you're never at a disadvantage.
>>
>>50717393
>Like realistically if all the Forge Worlds got together and actually started sharing some of their shit
But how does that increase their personal prestige and bring customers to them and them alone?
Checkmate fleshbag/
>>
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I'm trying to stat up the Disc Thrower from C&C Tiberium Sun for Only War. Or rather the weapon rig that lets the unit fling bouncy explosives everywhere.
http://cnc.wikia.com/wiki/Disc_thrower

Would this be a good statline? The baseline is a regular grenade launcher that I increased the range on by 5m, changed clip to 10 and gave it Indirect (2). The Disc grenade itself is a Tube Charge from Hammer of the Emperor with upped throwing range, Pen 3 and Concussive (0) as it's described as having a large explosive payload and being able to punch through both infantry and vehicles. I also stated up how it would behave if thrown without the help of the powered launcher rig.

Disc Grenade Launcher Rig
Basic, 65m, S/-/-, Dam as Grenade, Pen as Grenade, Clip 10, Reload 2Full, Indirect (2), Bulky Ammunition, Rare

Bulky Ammunition: Only one spare clip may be carried as the ammunition takes up a lot of space on the backpack/launcher rig

Disc Grenade (Launcher Rig)
3d10, Pen 3, Blast (4), Concussive (0)

Disc Grenade (Thrown)
Thrown, SBx3. S/-/-, 3d10, Pen 3, Clip 1, Blast (4), Concussive (0), Inaccurate, Indirect (2) Rare
>>
>>50717411
Forgeworld Epsilon 893-B
>I can't believe this STC fragment only makes highly refined plasma flasks. If only we had some weapon that could harness it, without melting the gun and killing the firer.
>Should we maybe ask the rest of the Mechanicus if they have something that can use it?
>Are you kidding me? We'll look like idiots. Let's sit on this until we find something that can use it.

Forgeworld Lundrite-Telisawa
>I can't believe we can't refine plasma pure enough for these Plasma Lances we made from that STC fragment! If only there was some way of making it purer.
>Should we maybe ask the rest of the Mechanicus if they have a way of making purer plasma?
>Are you kidding me? We'll look like idiots. Let's sit on these lances until we find a way of making better plasma.
>>
>>50716977
ffg is dead and can't approve shit - it's 'anything goes!' time in the rpg grimderp.
>>
>>50717548
This is why humanity can't have nice things.
>>
>>50717622
Well, among other things.
>>
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>>50716865

You know, I think people are being a bit hard on people who prioritize tabletop. We're enjoying both the TT and RPG equally. The thing about tabletop that I prefer is that there's less room for argument on a large majority of things - you can travel the country and have a massive debate where 300 people will have differing opinions on how much damage an autocannon should do, but EVERYONE universally accepts that, in tabletop, an autocannon is S7 AP4 Heavy 2 (or Heavy 4 for Great Crusade Predator variants). Now, USR interactions are a clusterfuck, but the simpler things everyone generally agrees on.

When I make books for everyone, I try to keep that objectivity in mind. I don't go by "feelings" because everyone has their own, and nobody accepts another's "feelings." However, FFG's books do follow a rough mathematical model, shackled as they are to Black Industries' fuckups, and that's what I've tried to show everyone in TFiY. It's the same math model I use for all my books. Ironically enough, I think that's why everyone's getting angry.
>>
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Things can get nasty because, since the RPG players base a majority of work on "feelings," any difference from what they "feel" is interpreted as a personal attack against them, and they lash out appropriately. It's similar to the edition wars of 3.PF. Just look at peoples' reactions to the Mechanicum codexes in this thread - most people didn't like it because it was interpreted as a personal attack against the concept of "their dudes." Yeah, I'm making a lot of assumptions here, because yes, I am first and foremost a tabletop player. But still, even tabletop players are open to homebrew units, missions, and rules (You may find it surprising that I am the most hardass on that sort of thing. I don't make or use any custom rules or units for my own armies). In Tabletop, Your Dudes is NOT a dead concept! It's all dependent on your group. When I made the books for everyone, I wanted to share how much fun I was having on the tabletop with everyone here, because I know there will never be official books on the matter now that the license is dead. I love my knights, my mechanicum, my tau, and if I can play them in the RPG just like I do every month at the GW, then I'm content. If you have thoughts on where I went wrong based on the rules, though, I'd love to hear about it so I can fix it. I already noted down the Data Tether thing.

The next thing you'll say is "Cool story bro, you and your books are shit." Thanks for the (you).
>>
>>50716977
You're a cunt and you know you're a cunt.
>>
>>50689102
>As a GM, what is the biggest fuckup you've done?
My players may or may not be reading this.

I let the tech-priest twin-link two storm bolters together in RT so now he's got +40 to BS when fullautoing. It didn't dawn on me at the time but 10 1d10+5 Tearing hits (using 16 shots from a magazine of 120) from three degrees of success on a single fullauto attack is a little silly.
>>
>>50689102
So do the GMs here have a way to balance stuff around Organ-Grinder Solo-Boltgun sniper Archmilitants?

It just seems like a pretty silly combo being 100m 1d10+5 X Pen 4 Tearing, Accurate, Reliable so that can turn into 3d10+5 which causes a Toughness test with a -10 for each point of Damage taken which failure causes 2d10 rending not reduced by Armour or Toughness. So that's basically 5d10+5 coming out nearly every turn.
>>
>>50719795
Things without organs.
>>
>>50719823
So you'd say machine trait negates it? Would shooting a cybernetic limb also negate it?
>>
>>50719918
Even unaugmented limbs don't have organs in them anon.
>>
>>50719984
The wording is, 'If the round penetrates into the
flesh'.
>>
>>50719918
>>50719795
Sounds like you need to go up against more vehicles.
>>
>>50720643
Or Hordes.
>>
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>>50719408
And nobody cared....
No point defending yerself against the trolls, blueberry scum lover, they just wanted to bitch. Personally, I luv that you worked out the maths 'n such - but I'm a forever GM who needs that shit.
Moar.
(capcha has so much sushi!)
>>
>>50720665
Yeah, that seems like the easiest way to deal with it.

>I've got a gun that can kill an Ork in a single shot!
>Congratulations, there's a mob of 50 of them running right at you. Have fun!
>>
>>50720665
Or Metal Men.
>>
Deathwatch is fun.
I impaled a guy on a power axe and had to either spend a turn removing him or use something else.
So I bludged his friend with him still attached to the axe so hard he got stuck too.
The tac marine also dropped his storm bolter and shot himself to crit, he also went crit when a door fell on him.
>>
>>50721638
>The tac marine also dropped his storm bolter and shot himself to crit, he also went crit when a door fell on him.
Eh?
>>
>>50722533
Got a critical failure on the first round of combat and did a whopping 38 damage to himself.
He also had a door dropped on him when he tried to breach a room and the blast door fell on him because he tried to pull it out and succeeded
>>
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Does anybody play this in Brisbane, Australia?
>>
How close are people to creating a single system?
>>
So, I have an idea for a void master character. She's a former imperial navy officer who was, prior to joining the RT's crew, awaiting a firing squad after being scapegoated for a failed mission.

The question is, how do I explain her dodging a death sentence and ending up on a ship's bridge?

Some sort of skulduggery on the RT's part? Maybe emptying the prison for labourers, and arranging a 'bureaucratic error' to get her in among the mass of scum?
Manoeuvring by officers sympathetic to her plight?
The RT doing a favour to her family?

Any other suggestions? Any problems with these ones?
>>
>>50723191
lol
>>
>>50723191
I mean, largely you can take and choose things. It's not that hard to convert up. Folks are working on chargen for RT into the DH2nd Ed, though the ship stuff largely can be ported over; I'm in a Black Crusade game where we just straight use the ship mechanics from RT.

The only real difficult part is bits of DH1st, namely psyker powers, but everything else converts fairly easily.
>>
So, thought: In Rogue Trader there's a world of ancient xenos mummies that uploaded their minds into machines.

If these were Necrontyr, and a Rogue Trader manages to extract enough genetic information from the mummies to begin cloning them, and then went to the Necron world the Achilus Crusade discovered, what do you think they'd be able to get from the Necrons in exchange for assisting them with the revival of their race?

Do you think an alliance against Chaos and Tyrannids, along with a transfer of technological knowledge would be reasonable?

How would the Crusade's leadership react to such an alliance being brokered? Rogue Traders, after all, are allowed to broker deals with Xenos, after all, and even if they are filthy Xenos, if they'd going and fighting against heretics and the Great Devourer...
>>
>>50724004
>If these were Necrontyr
I personally don't think they are, but if you want them to be...
>what do you think they'd be able to get from the Necrons in exchange for assisting them with the revival of their race?
A tesla shot to the face. The Suhbekhar Dynasty are warriors first and foremost and have no interest in undoing biotransferance.
>>
>>50724113
>A tesla shot to the face. The Suhbekhar Dynasty are warriors first and foremost and have no interest in undoing biotransferance.
They'd surely be aware of how valuable other Necrons that are interested in such things would find them, though, right? It'd present an opportunity to build alliances and prestige amongst their peers, as well as to trade them for things that they do find valuable.
>>
>>50723799
>Folks are working on chargen for RT into the DH2nd Ed
http://messiahcide.deviantart.com/gallery/55486486/Dark-Heresy-Rogue-Trader

Are there other efforts?
>>
>>
>>50724340
I found one that we used a while ago. But I can't seem to track it down.
>>
>>50691554
I'm in roughly the same boat, except putting a group together as well, some of whom haven't done RPGs.

Love to hear what works for you, and vice versa, and bounce plot ideas of each other.

Do you know what type of regiment/campaign you'll run?
>>
>>50693791
I'm in a DH2 game that's heading towards that problem. PCs are fairly specialized, and unlikely to fuck up the thing they're good at.

You'll have to work hard to make my sniper miss, and I'm generally rolling at +50 or +60 to hit, so every shot hits with enough DoS for the full accurate damage.

Similar things for the melee guys, gunslinger, tech priest.
>>
>>50693941
How'd you get around that? I'm planning on GMing a mechanized game. My thought was to make it fairly clear when a mission switches from mechanized to infantry (infiltration and whatnot).

If they ignore that and go in guns blazing to an occupied town, then that can fuck things up for the guerillas, or a search and destroy squad goes after them.
>>
>>50724340
A bit of a mess, though.
https://drive.google.com/open?id=0Bwetnogabl4eQVRSZ21UTGxJTWM
>>
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>mfw I realized I could have a suit of Terminator Armor starting out in Black Crusade

I had just made a character too.
>>
>>50728468
Having a big 'I am super important' sign on your character along with being unable to dodge isn't all that great unless if your character is very Nurgle aligned.
>>
>>50728759
I've learned that Termie armour isn't everything when I once got Fatigue'd to unconsciousness by a bunch of Tech-adepts zapping me with their implants. They couldn't damage me, but the fatigue went through.

It was an embarassing as fuck affair.
>>
>>50727273
Orks with heavy weapons are shit shots, but tanks are easy to hit.

Plus an ork with a tankhamma can get real close if no one is looking around.
>>
>>50729042
Probably fighting mostly or entirely humans, and mobile desert combat, but truth.

I think I'll make some bits have heavily stealth parts, communicating and helping guerilla forces, or assassination missions. They could use the Chimera for easy fights, but it'd be a mission failure, and then I'd send a tank squad at them.
>>
>>50728759
Consider this: Death Guard Plague Terminator.
>>
>>50729100
Rubric Terminator is scarier.
>>
>>50729100
Well, yeah. That is a part of the reason of
>very Nurgle aligned
>>
>>50729137
Yeah but those aren't playable.
>>
>>50729213
Well you got me there.
>>
>>50729137
Do those even exist in lore?
>>
>>50729636
Check Wrath of Magnus.
>>
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>>50729636
They do now!
>>
>>50729645
>>50729660
Huh. So are they marines that were in terminator armor during the Rubric or were they transferred over to terminator armor?
>>
>>50729687
I haven't actually read the book but I think the latter. These are old Heresy-era Terminator suits and the Rubric ritual trapped the dust within each soldier's armour. I haven't seen a mention of an ability to transfer the dust from one armour set to another.
>>
>>50729660
>assault cannons with those stupid ensorceled bullets
Oh fuck me.
>>
>>50719408
What that other guy said. Personally I think there's a bunch of wonky stuff in your books but I don't use them straight out of the box. They're a great launching point that I can put a bunch of tweaks on instead of building it ground up.
>>
>>50730767
It's weaker than an assault cannon in pure strength (same S as a heavy boltgun, -1S from an assault cannon). But it is AP3 while keeping have the RoF and Rending.
>>
>>50729803
I imagine there must be something like it because they can rebuild the armor and re-summon rubricae back into it. So I imagine transferring from one to another should be possible with a properly prepared vessel.
>>
>>50719408
>People who think my shit is unbalanced and/or disregards Calixis Sector lore are just whiny babies with nothing but 'feels' to support their argument.
Go fuck yourself, Shas.
>>
>>50730978
That's not at all what he was saying considering nowhere is he excluding himself from developing the books based on 'feel', but if it makes you feel better, sure.
>>
>>50731043
>>50730978
>>50730932
Go home shas. You're drunk.
>>
>>50730932
I don't play the TT so I don't really know what that means.
>>
>>50731094

Are you shas? Am I? Are we all?
>>
>>50731233
>are we all?
No. Some of us can actually write.
>>
Does the Lord of Chaos talent in Tomb of Excess for Black Crusade actually do anything? I can't find any reference to a limit on the number of minions you can take beyond that talent in ToE and Core.
>>
>>50731952

Yeah, you're capped at your fellowship bonus in minions as "as a guideline." Core rulebook, page 137, under "Creating a Retinue"

So it does things if your GM decides that particular guideline should be enforced.
>>
>>50731198
It means if you're convert straight from TT stats, it'll have the damage of an Astartes Heavy Bolter (maybe an extra d10 due to rending), be somewhere between pen 7-9 (On second thought, maybe pen 5 or 6, with the warp weapon quality, like the Thousand Son's statted boltguns) and have the RoF of the Assault Cannon in Deathwatch.
>>
>>50733547
The extra 1d10 would put it on par with a regular assault damage. So drop that, it'd just do astartes heavy bolter damage. Tearing would be a good representative of rending, which the Assault Cannon seems to use.

I just had to click 21 times on the captcha to "click the street numbers until they disappear" because the street numbers kept being replaced with street numbers. Goddamn that's a fucking idiotic captcha.
>>
>>50733547

Fuck off, Shas. We're roleplayers here. Tabletop isn't welcome.
>>
>>50728759
Perhaps, but this is still a big decision to make.
>>
>>50733899
Even FFG used tabletop as a base, if you don't it's just fanfiction.
Based off the TT stats, and how FFG has ruled the Thousand Son's signature weapon and comparable weapons,
The Soulreaper Cannon is 100m, -/-/10, 1d10+12, Pen: 5 or 6, Warp Weapon, Tearing, Devestating(1).

Just because Shas ruled that Archmagos should have a vehicle repairing aura like the tabletop doesn't mean using it as a reference, especially for things like damage output, is in any way flawed.
>>
Ayo I'mma throw some nids at my bois. What books feature nid rules aside from deathwatch?
>>
>>50735168
I honestly can't think of anything, save for genestealers showing up in everything save Only War and Black Crusade.
>>
>>50735168
The Only War book Salvaging Solace has some (Poorly converted) Tyranid statblocks, and DH 2e has (Horrifically OP) Stealers and Lictors under different names. Your best bet is converting that shit by hand from Deathwatch and going for a significant tone down.
>>
>>50734806
>Even FFG used tabletop as a base, if you don't it's just fanfiction.
Huh. So...a fan of 40k, engaging in cooperative roleplaying to create a narrative and/or fluff about a fictional universe in the framework of a game he likes...is fanfiction! Thanks for clearing that up, Detective No-Shit!
>>
>>50735225
Unfortunately, salvaging solace doesnt seem to be in the mega.
>>
>>50735244
That's CAPTAIN No-Shit Obvious to you!
>>
>>50735329
https://www.mediafire.com/?rbb74krkd79ka82
There, enjoy and spread it around before Mediafire shadowbans it. MEGA guy, if you're reading this, try and get it into the MEGA.
Fair warning, the scenario is threadbare and the mechanics are poor, since it was a Gencon pick-up-and-play thing
>>
>>50735398
Good job there
>>
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>TFW you'll never find a black crusade game.
>TFW you'll never get to be a possessed marine.
>>
>>50735503
Much as I'd like to play a character that finds a reason to do that ... Black Crusade always felt like poorly balanced, badly divisioned crap.
>>
>Incinerant priest + Eviscerator + Chain weapon expertise + Whirlwind of death +Curate

Remind me again why we need medicae when this guy hands out fate points like candy when he rolls like a dozen d10 every round?
>>
>>50735628
I figured it was because they can still get shot.
>>
>>50735398
Getting shit done, thanks man.
>>
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>>50739116
Is that... A coffee machine on his belt?
>>
>>50739375
Obviously not. What are you, some kind of buffoon?

It's a recaff machine.
>>
>>50739375
>>50739409
... I never noticed.

Sudden urge to play a Technivorm Mocca Magos.
>>
>>50689102
So, a while back I rolled up a Deathwatch Chapter that ended up being Non-compliant Ultramarine successors. Here's the crunch, I'd like some help thinking up the fluff. Storm Guard
>Rites of Selection
Knowledge of Self
>Reason for Founding
Counter
>Founding
41st Millenium
>Progenitor
Ultramarines
>Purity
A New Generation
>Demeanor
Brothers in Battle
>Characteristic Modifiers
+5 Agility, +5 Willpower
>Hero
Chapter Master
>Deeds of legend
Lost in the warp
>Home World
Hive World
>Terrain
Jungle
>Rule
Direct Rule
>Organization
Unique organization
>Combat Doctrine
Thunderhawk Assault
>Solo Mode Ability
Favored Son
>Squad Mode Abilities
Tactical Finesse
Swift Advance
>Specialty Restrictions
Assault Marines
>Special Equipment
Preferred Fighting Style (Bolter & Chainsword)
>Beliefs
Honor the Ancestors
>Chapter Status
Under-Strength
>Friends
Imperial Guard
>Enemies
Chaos Space Marines
>Chapter Advances
Honor Thy Wargear

What I've got so far is the nature of their unique organization. Being centered around Thunderhawk Assault, they're organized into "Drop Squads", with a mix of standard-issue bolters, heavy weapons, and scouts. The reason assault marines aren't fielded is because EVERYONE gets a jump pack. The heavy weapons marines use box magazines to make room for the pack, and every "tactical" marine is issued a chainsword that he will wield with his bolter. Scouts are usually given compact grav-chutes instead of jump packs, as their carapace armor isn't suitable to be used with standard Astartes jump packs.

Thoughts?
>>
>>50740933
Cool chapter, bro.
>>
>>50740933
Meh.
>>
>>50740933

It's shit.
>>
>>50740933
no assault marines
bolter and chainsword fightan; style

hmmmmmm

Well, I guess, since they have NO ass marines, then they are ALL assault marines?? No actual specialty since they are all keen on getting close 'n dirty??
>>
>>50740933
It sucks.
>>
First time player starting an game as a Heavy Weapons guardsman, and debating on what to buy with my starting XP.

Figure BS is a good one to get, and I'm thinking of Trade (Armorer) because I'd like to be able to modify my weapons, since that looks like the skill to use. But I'm on the fence about it. Since there's also the Loader order for your Comrade that would be useful.

Suggestions?
>>
>>50745582
Buy awareness, athletics, dodge, acrobatics, and knowledge imperial tactics.
>>
>>50745582
Loader's usefulness depends on your selection of heavy weapon. It's great on low ammo weapons and something to pick up later on automatics.
>>
>>50745724
So, better early for something like a lascannon, hold off for something like an autocannon?
>>
After bleeding themselves out attacking a decoy target, my players, consumed by vengeance and hubris (and the fact exfil is unavailable at this time), decided the best way to deal with the situation would be assaulting an Iron Warriors bastion (occupying about 1 sq mile) from the underground.

>What could go wrong?
>How do I make the travel through the underhive more interesting? Should I use space hulk generation rules?
>How would you go about the assignment?


We're playing Deathwatch, thanks.
>>
>>50746140
>What could go wrong?
They fight though a fuckton of defenses only to find that they aren't there and their base is actually a giant bomb.
>>
>>50746027
Correct.
>>
>>50746274
Funny you should mention that, we already did that. This is the aftermath.
>>
>>50746488
Would they expect the same thing again?
>>
>>50746521
If they are lead by an Imperial Fist or Ultramarine?

No.

No they would not expect the same trap twice.
>>
>>50746640
they have an imperial fist librarian, who is a massive lore nerd IC and knows quite. He wants to take the leadership of this part of the mission.
>>
>>50746693
All the more reason to bait him.

Hell, the Iron Warriors, if they know, might deliberately set up such a mighty taunting that he'll be compelled to do stupid, vengeful things.

Fighting the Iron Warriors, if they know you're coming, is just endlessly breaching meaningless trenches, false depots, killboxes, and traps. It's an ouroboros made of Stalingrad and nightmares.
>>
>>50746771
And they just keep doing it over and over, maybe even writing graffiti intentionally to anger them.
>>
>>50746693
Wait, is this that same group from a while ago?
>>
>>50746140
Go classic Gygax in terms of insane traps.
Remember, Legionnaires are all veterans or commanded by veterans, they know every trick in the book and the Iron Warriors even more so when it comes to defense.
When building a fortress, one of the first things they would think of is "How would I destroy this thing if I had to attack it?" and then plan around that.

There will, of course, be the usual assortment of degenerate mutants, hostile fauna and a few scattered automated defenses that you would expect.
However, I'd start introducing nastier and weirder things once they're past the initial defensive line. A few sentry guns are positioned at strategic spots, but nowhere near the level they encountered before.
It's enough to keep the mutants out, maybe stop a squad of guardsmen, but what it really is is a way to entrap skillful adversaries.

Past the sentry guns, things seem to be deserted, but they quickly start encountering pockets of hallucinogenic gases calculated to affect Astartes physiology, haywire mines and flares to deaden their auto-senses, dead ends with pressure plates that trigger tunnel collapses, and finally a carefully hidden side tunnel filled nearly chest-high with seemingly normal water... that is in fact an intensely corrosive acid capable of severely damaging their power armor.
Once they've triggered one or two traps and made their presence known, somebody starts firing a mole-mortar at them. Use that to drive them into worse traps, but do allow the players to figure out they're being observed in some manner and figure out ways to counter that.
Finally, horrifically damaged and possibly tripping balls, they make it to the lowest rung proper of the Iron Warrior's bastion. It's a horrible maze of corridors... protected by a chaos dreadnought.
>>
>>50746693
>knows quite
meant to say "knows quite a lot about the iron cage incident"

>>50747030
yes, due to conflicting schedules we play not as often as before and their mission last 3-4 sessions on average.
>>
>>50747226
Do the same trap again, but this time have them write personal insults on the bomb, primarily directed at the librarian.
>>
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>>50747224
amazing.
>>
>>50747226
Reverse iron cage. All escape routes are fake. Shuttle pads are fake. Emergency teleportarium is fake. "Secret" shuttle pad for Iron Warrior use only is fake.

Starship they finally reach is also fake.
>>
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>>50747376
awww, thanks senpai
>>
What weapons are worth turning into legacy weapons?

Speaking of which, does the increase in craftsmanship and any qualities added from legacy weapon abilities count against elevation tests?
>>
>>50750734

legacy weapons aren't worth it
>>
So, I recently had my players encounter a bunch of man of iron constructs while salvaging a crashed starship that fell off the back of a space hulk. We haven't started combat yet, although I've got the Man of Iron stats pretty well flushed out. Does anyone have ideas about how I can make this a particularly memorable encounter or have stories about fighting similar enemies in their games?

This is a Rogue Trader game, by the way.
>>
>>50753176
How are you doing the Men of Iron?
>>
>>50752968
Why do you say that?
>>
>>50753176
Could you share the stats anon?
>>
>>50753176
Make them encircle party, talk in binary and march on and on despite injuries. You can make them even chaos touched like it waa in Gaunts ghost.
>>
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>>50689102
>As a GM, what is the biggest fuckup you've done?
let the party buy military grade explosives without checking the amount
they ended the campaign by suicide-car-bombing the BBEG within the first hour
thanks guys
>>
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>>50747224
>mfw seeing the new HH lore for the Iron Warriors

I get Peturabo was an autist, but decimating his own legion as soon as he assumed command because "you aren't winning more than all the other legions combined" was just retarded. Especially since the legion's reunion with their primarch had been written as a joyous occasion already.
>>
>>50753176
Play the mannequins trope.
Have them be everywhere and covering everything in weird poses. Only have some of them alive.
>>
>>50753176
Do weeping angels
>>
>>50753176
Ever play Bioshock? There was one bit, totally optional, where you enter a flooded room with statues everywhere. You approach a locked safe, crack it open and reap the rewards, and then the lights flicker. You turn around. The statues are gone. You must fight your way out.

For best results, put a loooooong delay on rolling the men of iron back out once they vanish. If the players pass the robots on the way down a corridor, make them double back to find all the robots missing. Have them roll perception every now and then, seeing shit out of the corner of their eyes. The guy with paranoia gets to roll initiative and maybe take a shot at a flicker in the darkness, but it's nothing.

Only when they're near the entrance will the attack come, heralded by the sound of many metal feet moving as one to impede escape. They ignore cover and rely on their toughness to tank hits as they advance on the party relentlessly, tirelessly.
>>
>>50748023
>there was never actually any Iron Warriors anywhere in the facility
>it was all just servertors
>the spess muhreens are bled for nothing
>>
>>50746693
It just occurred to me, does the librarian have Augury?
>>
Wow, I went to bed and came back to a ton of responses. I'll try to reply to everyone.

>>50753261
At least initially they may be somewhat like oldschool Necrons: purposeful, intelligent, and precise killing machines. However, if anything I'd like them to appear more alien than the xenos because the AI are not of alien origin, but are themselves the "children of man." Something of an uncanny valley where the explorers are concerned.

>>50754118
I would share the stats, but I know at least one of my players also frequents this board so I want to keep the specifics as something of a surprise. Needless to say they are very heavily armed and armoured. If you want inspiration you can look at some of the servitor stats, although myself I've modified them significantly.

>>50754131
I've already done that, to an extent. They entered the crashed ship hearing fragments of encrypted messages even the tech-priest couldn't crack. Auspex didn't show any movement, but they heard strange unnatural mechanical scrapings muted by the bulkheads of the ship. They arrived in the cargo hold to see the corpses of the exploration crew that entered before them shattered on the floor. As they approached to recover the bodies the bulkhead slammed shut behind them and glowing red eyes appeared in the darkness.

>>50755362
>>50755461
>>50756968
This is an awesome idea. While right now they're only fighting a handful of "lesser" constructs (still extremely deadly in their own right), this would be a great way to introduce the higher machine intelligences, especially if my group tries to track down the hulk the Iron Men came from (as seems probable in game).

Thanks everyone!
>>
>>50759001
He does
>>
>>50760823
Does he ever use it?
>>
>>50755148
You're missing a really important part of the story, which is that the Iron Warriors ACTED like they were the best, despite the numbers showing they were not. They gave themselves honors and displays of victories when there were other legions operating more effectively. It was this falseness and ego that enraged Perturabo. His legion was denying what the data presented them.
>>
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Thanks to the anon who sent me Only War. Merry Christmas from the Warp, /4okrpg/!
>>
I just finished the Eisenhorn omnibus.

Hot damn it was fucking good, and I can see it's hand in most every Dark heresy game I've played or personally heard stories about, even if it's just parrallels.

Is Ravenor as good?
>>
>>50762302
As good? No. Buy its still pretty good.
>>
Hot Bred

>>50762552
>>50762552
>>50762552
>>
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>>50762251
What a hero. Merry Christmas!
>>
>>50755148
Wait what? What happened?
Thread posts: 314
Thread images: 41


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