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/40krpg/ 40k Roleplay General

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"Old Guard vs New Guard" 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. Inquisitor is okay, but not many people know about it.

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! (v1.2.15) (Mechanicus Skitarii and Taghmata for Only War)
http://www.mediafire.com/file/w1d6aq5cdr6anmh

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! (v1.8.13) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
http://www.mediafire.com/file/d28i243u2k7di3z

Based on the arguments of the previous thread, do you believe the "source material" i.e. tabletop, is killing the setting? With Primarchs coming back and gods walking about, things do feel smaller, but there are also more opportunities for fun and adventure. Do you think the grimdark needed to die back a little in the name of fun?

Prev: >>51697631
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>>51765203
because of commissar raege
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>>51765280
http://wh40k.lexicanum.com/wiki/Main_Page

Just browse this for a while and turn your brain off on /tg/ memes.
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>>51765303
ok, sorry
>>
I asked this in the other thread but it got buried under a bunch of shitposts about catgirls.

Has anyone adapted Dogs in the Vineyard to play Dark Heresy?
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>>51765458
Most people adapt Dark heresy to play dark heresy.

Its not like the games considered bad.
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>>51765646
Thank you, you've contributed absolutely nothing to the conversation.
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>>51765719
Yes I have.

What I contributed is "No one bothered because its not something people are looking for."

Do it yourself or play normal dark herasy.

Fixes like that are only done for
1. a setting with no prexisting system (homebrew, digimon, blah blah)
2. rps with particurally bad mechanics.
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>>51765853
I'm sorry about your autism anon, I hope you can manage a normal life.
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>>51766017
Mate your on /tg/ you're almost as autssie as me.

New topic. What is the fanciest loot you destroyed in 40k?
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>>51766060
A tomb on how to become a sorcerer.
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>>51766091
The whole tomb?
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>>51765853
And people wonder why these threads are dead.
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>>51766278
Right. The way to jumpstart a thread is to talk about using another game system.

"""And people wonder why these threads are dead."""
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Alright so the op post is saying that 2nd Edition DH is better than 1st? As I haven't looked at the actual books yet would 2nd be better for a party who is new to WH40K?
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>>51766409
Only War with GM defined regiments would be better for a group that's new to 40k.
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>>51766428
I think the players building the regiment together with GM oversight would be better as you can use that time to learn the system and a bit of the background as well.
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>>51766568
To a degree, but you lose out on the simplicity of character generation and minimalism that pre-chosen regiments offers. Let them know this regiment has been chosen to get them into the game. Once they have a rough idea of the mechanics, the setting, what they want, and what they feel they need to do, then you can softly introduce a new regiment / let them build new regiment options. Or, if you think they can handle it, hard introduce the new regiment by giving them the option to call in artillery fire, and when it misses ...
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>>51766428
>>51766568
I see. I heard Only War and DH 2nd are pretty close as well so I'll try that out OW first. We'll go into Inquisitorial stuff at a later date then. Any tips for the system as a gm? Besides the ones that apply to all tabletops.
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I suddenly feel woefully underprepared for the Dark Heresy campaign I'm soon to start GMing.

Any tips for portraying hive worlds/hive worlders?
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>>51766631
Considering the theme of the game, you don't need to pull punches, but still make things reasonable in terms of lethality.

Make sure they're aware that they operate as a squad and not solo rambo antics. Squad level rambo antics are fine.

Remember that getting back to base means a reset on equipment assigned to them, gear for the mission is given back and ammo and grenades are restocked. Things acquired beyond that, they may keep.

Remember that they can still interact with NPCs on base and off base.
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>>51766633
Remember how absolutely huge hive spires are and the living conditions by altitude/level.
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How should I go about creating a kind of run down, seedy, criminal hive segment and what kinds of things are good to put in there for players to explore?
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>>51766633
If they aren't getting lost you're doing it wrong
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>>51765280
Always amusing. I just love claw/fist weapons, very rarely are they done right and so I love 40K's power fist for being such a useful item (being a generally more potent power weapon).
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>>51761644
Nope. Still working on it.
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>>51765458
You're using Dogs in the Vineyard because you don't want a complicated system, but you're going through all the effort of making Dark Heresy work in a completely different system instead of just simply reading the rulebook
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What's the best way to play as a 'johnny lasrifle' PC?
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A what ?
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>>51766633
Google the Kowloon Walled City, arcologies, Airstrip 1, Mega-City One. Take notes, and build from there.

>suffocatingly packed
>grimy and worn
>harshly lit or very dark
>can't even see the sky
>gangs are the law
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>>51766409
1e is easily the worst 40K RPG system. I have no idea why people still play it, it's like playing Cyberpunk 2020 instead of Shadowrun. Archaic rules, weird power levels, and horribly linear progression.
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>>51769873
I can't speak for others but I play 1E cause it's what I'm used to.
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>>51765458
I've been wanting to try it. I've been assuming it'd work pretty one on one with monkey patching.
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>>51738993

I still need advice. So far I've got "Everything is on fucking fire". This is a good start.
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Anyone have stories from or tips for a Black Crusade game? I'm thinking about running the adventure in the back of the first book soon and I'm worried I won't be able to keep the players from stabbing each other in the back at every turn instead of every other turn.
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>>51772402
Explosive collars. "Complete the mission as a team or die alone as dogs."

"Cooperation ensures survival."

"Failure of one is failure of all."

"Succeed together or die together."

"Big Brother is watching you."
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>>51772402
Standard Evil party rules. When they generate characters, establish why they are loyal to each other/want to cooperate. Have it be known that betrayal is an option, but something that should only happen at the climax of the game and not be done lightly. Also, remind them that their characters are not idiots and know that having friends is useful.
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After all investigation has been finished acolytes find out leader of Big Bad cult is an Alpha Legionnaire. What do?
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>>51772923
Fucking die, it's a traitor legionnaire.
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>>51772981
Running is always an option. However dying desperate, gritty, heroic, but ultimately pointless, deaths is more 40k.
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>>51772923
Inform our Inquisitor, let him call in a Deathwatch squad or something. Traitor Spess Muhreeems isn't in our job description.
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>>51772303

The Emperor's warp power is very real (despite the Emperor himself being more or less a corpse). To be completely honest, if the Emperor/the Emperor's soul fragment wants to control her body then it will - especially if she's in the Imperial Palace of all places. Not even burning a fate point (if you have that in your looser system) should save the psyker as fate points are fluffed as divine intervention by the Emperor.

What I'd suggest is that you try to make the experience a profoundly religious experience for your so far unsanctioned psyker. Rather than having an abstract "will" test decide her fate, have her enter into negotiations with the Emperor and the fragment of His power in her.

Assuming the PC is okay with this, there's a very strong argument for her to embark on the path of becoming a living saint. In fluff terms living saints are pious individuals who become empowered by a fraction of the Emperor's soul/warp power. Although it is heretical to say, it could be considered similar to a kind of "holy" daemon host. Usually this power burns out the "saints" body pretty quickly...

Since the psyker already has the Emperor's soul fragment all she really needs is the "piety" aspect. And that may be something she grows into. You can have her and the Emperor enter into a sort of compact, one that she won't fully remember after the sanctioning, of course, that the Emperor's ego will subsume itself to her if she continues her path for the glory of humanity and the Imperium...

Or something like that. It's up to you and the tone of the game.
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>>51773321

Crap, that fits *really* fucking well. It also fits cause her body is actually dead. She's essentially a lich.

She teleported into space without a void suit and it revealed her body has been deteriorating like a corpse.
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>>51772923
I'm going to need more information than that.

How did the players find out the Big Bad is Alpha Legion? Did they physically see him? Can the Marine see them?

What is the party composition? What resources do they have? What is the story of the campaign so far?

An Alpha Legion marine is basically "smarter than you." Period. It will have more contacts, resources, and plans than you might think possible. In "direct" subterfuge competition it will win 99 times out of 100. His greatest weakness will (probably) be pride and that's a flaw the team may be able to build on if recognized.
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>>51772895
>>51772426
Any stories that I might use for inspiration?
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>>51773458
For my own story, I got most of the basic inspiration from Fallout New Vegas' Dead Money DLC. It might work for you.

Another source of inspiration could be certain villain centric movies like Reservoir Dogs.
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>>51773432
Can't post too much now, am bored posting at work, but boss is close by, will be back with more info.
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>>51765194
I'm new to Deathwatch, not so new to 40k. Is Terminator armor really worth it? Compared to Artificer armor, which doesn't restrict your movement at all, gets two armor histories, and costs less requisition, terminator armor only has two more armor, costs more, and keeps you from running or dodging - the only redeeming quality I can see is that you can get Termie armor when you're famed instead of being a Hero. Is there something I'm missing, or is it really that unbalanced?
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>>51773864
You cannot wield both a heavy flamer and a powerfist while wearing artificer.
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>>51773864
You can also can't just requisition it normally as part of a mission, it has to be taken as signature wargear or you don't get it at all, so there's a fairly hefty exp cost and you need to wait until rank 7 if you aren't a techmarine.

Although all things considered, yes, Artificer is almost always better unless you want to be wielding heavy weapons one handed.
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>>51765194
>With Primarchs coming back and gods walking about, things do feel smaller, but there are also more opportunities for fun and adventure.
>things do feel smaller
>but there are also more opportunities for fun and adventure.
>feel smaller
>more opportunities
Why is this a thing these days? Why do we so frequently seem to put two opposite notions into the same statement? This is a growing trend (not here on tha bords, but irl). When people say things nowadays, they very often seem to say one thing then almost immediately follow it up with its opposite. Almost like they're not confident in their first proposal? So they follow it up with a "yeah, but"? Like, they want to cover all the bases, maybe? Or does it reflect no confidence in any of their statements, so they just say everything?
I understand why it's done here - trolling. But people do it in real life, and they're not bein' deliberate trolls. They don't even seem to be aware of it: they will ask a question with two (or more) premises and expect a rational answer; when no rational answer is possible when posed two opposing 'questions'.
tl;dr - where did rational critical thought go?
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Have any of you made a Ministorum Heirophant who holds mass and preach about the emperor?
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>>51769316
Only War has a ton of options to get the most out of your trusty lasgun if that's what you mean, especially if you're building a weapon specialist. Mod your trusty flashlight until it borders on tech heresy, aquire all the BS related talents and advances, stack up on ammo cells and keep that overcharge going. As soon as possible get a hellgun/hot-shot lasgun and repeat the process.

I'm not as familiar with the other game lines, but I can imagine at least the extensive modding and basic talents should be possible to do in DH 2e or BC. I just asume you're not intending to play RT or DW because why the hell would you use anything Las but a -cannon in those games.
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>>51773431
>>51773321
I agree that you should keep it subtle as long as she's behaving somewhat useful for the furtherment of human goals, even more so than just being pious or saintly.
When her behavior is at odd of what Emps decides is best, even if it's fixed in the imperial creed, make her just outright kicked out of her body and let her watch from some kind of limbo between warp and reality.

Make her question if what the ecclesiarchy preaches and what the sanctioned power within her seems to want are always the same thing.
If the veil is thin you might giver her the choice of jumping back into reality as some sort of temporary demon, or getting assaulted by demons in the meantime, or even both at the same time.

If whatever system you're using has a corruption mechanic you might think about it affecting her more or in a different manner.
Since her body is not really connected to her soul anymore don't threaten her with mutations, instead maybe give her another episode kicked outside her body, while she watches how her warp-self mutates in even more drastic ways, both hindering and beneficial, but gruesome and unholy in every way.
Then give her another chance to materialise besides her actual body during a fitting moment. Depending on how much at odds she is with Big E he might try to kill her semi-demonic soul with her very own cold, dead hands. Both a metaphorical and literal fight for her soul.

Hope that helped and is somehow related to what you want out of this. My mind kinda just spewed ideas.
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can you move while prone? There doesn't seem to be any rules for it.

If you can, how fast?
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>>51774897
There was something somewhere about it, can't remember which faq. It was suggested to give the person the crawler trait i.e. half AB for movement while prone.
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>>51774897
I also can't find rules for it right now, but If I had to rule that on the fly I'd allow at least a half move action, if none of the others.
That or allowing half and full move as if slowed by difficult terrain, but no running.

I might also consider the reason why the character is prone in the first place. A sniper robbing through the dirt to get into firing position unseen is in a very different situation compared to an unlucky guardsman that got knocked onto his back by an orc with 7 DoF, lying there like a turtle that landed on the back of its shell.

I think my default ruling would be "slowed as if in difficult terrain, no running" though, regardless of the reason.
Things like dissallowing basic actions aren't something that should be done on a whim.
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>>51765194
I used to DM 5e before school got too hectic, I was wondering how much more work DMing a homebrew game of Only War or RT would be than a simple homebrew 5e campaign.

Do you guys use maps or just theatre of mind. If so, are they hard to find?
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>>51773882
>>51774107
Huh. So, after you can get Artificer armor Terminator armor is relegated to the heavy weapons guy. That's kind of lame, desu. Do you think it would be reasonable to buff Terminator armor a bit? Maybe work with a house rule that gives it a bit more durability. Make Terminator armor slow but tough, and have artificer armor be quick but (relatively) flimsy.
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>>51774729
Dude this is great. Oh, heres the thing, she's been gaining insanity with every single casting, and seeing The Emperor's actual pragmatic ideals. Because she's got a tiny bit of the astronomicon infections.

You know roughly hate all psykers, love blanks, physically fuck xenos, metaphorically fuck xenos, metaphorically physically fuck xenos, etc.
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>>51775625
That depends on what you're homebrewing.
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>>51770867
That's like saying you still use a keypad phone because it's what you're used to. Just upgrade, it's not hard.
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>>51775722
I really like the lore and stuff but I just don't know how difficult it would be to find maps of things like ships or different races fortifications, or a hive, for instance. I also wasn't sure about how much work it is to run the NPCs in charge since they seem to have a pretty important and recurring role in the game.
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>>51775655
I think where Terminator Armor shines the most is when
>1) dodging is out of the question anyways and the enemy has no access to high-pen gear.
Fighting overwhelming hordes of small fry for example, in that case every single point of armor and the force field helps you to keep standing just a bit longer.
Against single enemies worth a 1on1 duel the slight armor boost might be inferior to dodging and a storm shield, but against several high magnitude hordes opening fire on with small caliber guns you every attack you negate passively and every point of damage you soak is worth gold. Also, there's nothing saying you can't take a storm shield and still wield an arm mounted heavy gun and a cyclone missile launcher at the same time iirc.
>2) Teleporters are in the mix.
Terminators always had this theme of walking out of a warp rift, right into the very heart of the action. Even though stuff like the RT teleportarium sadly invalidated the need to be clad in several inches of sacred plating to do so...
I don't know how your GM runs things, but both long-range and personal scale teleporters might spice things up and give an incentive to use Terminator gear just in order to arrive somewhere in a time sensitive fashion, meaning either early enough or at a very specific timing.
Meanwhile personal teleporters help out with the mobility problem once you're in the mix. Iirc the DH 1e Grey Knights book (i think it was called Daemon Hunter?) has rules for Astartes-Warp-Backpacks. Either that or an adapted version of Warp spider Jump-modules (RT Koronus Bestiary) might be worth using.
Since they are also allowed for power armor consider weaking or completely removing drawbacks while using them in Terminator-plate to reinforce the theme.
Like I said, I didn't like how RT cheapened long range teleporting to work for non-terminators, but that's just my headcanon.
> 3) consider homebrew melee weapons.
Chainfists are already Terminator only (cont.)
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>>51775999
Can't help with finding tile sets, but if you do go with a grid, keep in mind that everything is measured in 1 meter increments.
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What are some tactics an Only War party can use against Orks? Which weapons (that are practically accessible) are best, and how should you go about overcoming their numbers and toughness bonus? How to deal with massed Shootas, bikes and Tankbustaz in Trukks? How to deal with waves of choppa Boyz and the Nobz leading them?
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>>51776065
First, list what specialties they have.
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>>51776083
Sergeant, Weapon Specialist, Heavy Gunner, Psyker. The roles can be changed though.
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I swear to fucking god fampire I cannot learn how to play tabletop RPGs like Deathwatch or any Warhammer game because I insist on my character being my niche favoured Chapter/faction whatever and they don't have rules for it.

I want to be a bitter unstable Red Talon who challenged his captain in the traditional Clan Morragul Autek Mor fashion in a duel to the death for captaincy of his company, only to lose and instead of killing him the Captain cruelly kept him alive and seconded him to the Deathwatch as a joke.

Also I don't have any friends, I have 'tism, can't talk to people and am a hikki so I can't play games anyway, fucking kill me.
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>>51776148
What kind of regiment are they? Let's hear what they're issued.
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>>51776026
you might think of other cool stuff to hurt heretics with that's outlandish enough only to be mounted on that humanoid tank frame.

Also to come back to the first point: Iirc shields add armor points to the worn arm and body as well? Maybe consider a relic shield or something that gives a defensive boost while doubling as a rather good weapon. Chainblades and power fields on the edges maybe, depending on how crazy you like your 40k. Although that might border on chaos territory, so maybe just consider a damn strong (storm?-) shield that grants a few more points of AP and good parry bonuses while eating up a ton of req or having other quirks worthy of a relic. Meltas and other can openers will still be a danger to you while yet power swords might have trouble actually harming you at some point, depending on what you fight.

> 4) relic Terminator armor
Once you're that far up the totem pole consider introducing legendary Terminator armor that's worth taking over artificier. Tougher force field, more mobile (might allow either run or dodge, maybe both, even if coupled with exhaustion or generator problems as a tradeoff if deemed to strong or odd?) and other cool quirks etc.
You could even design whole mission chains around finding and recovering those ancient suits, some of which might have seen the biggest battles of the great crusade.
Prestige and unique capabilities that don't just amount to pure tankiness are what should make you wear terminator plate at that point of your SM career.

Hope that helped.
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>>51776148
Custom grip for everybody goes a long way.

Sergent should be using Get Them! every possible turn while everybody else uses Ranged Volley or Close Quarters.

In combination with the above, a heavy stubber for they gunner can shit out 1d10+8 pen 3, easily killing most non-nob boyz in a few shots. Even better if they use a heavy bolter as it will upgrade the damage to space marine tier heavy bolter damage.

For big infantry targets like nobs, a long-las or sniper rifle can help immensely to punch though all that unnatural toughness. Long-las for lighter armored big targets and sniper rifle with manstopper rounds for heavier armored big targets.

Against vehicles, they need high-pen weapons if it isn't open-topped. Otherwise, things like melta guns or lascannons are needed to take them down.
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>>51765194
Regarding the thread question, remember a few things:
>The events in main 40k is very far away. It takes years for even news to travel (the Ordo Xenos in Calixis is still mostly unknowing of Necrons, despite them being known a few hundred years!)
>Regarding the previous post, change happens slow in 40k. Even with the return of a bloody primarch, there's gonna take time for the Imperium to redirect their efforts and to get the whole, cumbersome system on (mostly) the same track.
>There's going to be people stuck in their own grimdark mind who takes this as nothing else than misdirection. Surely, such wondrous news would be more widely heralded if they were true?
>The FFG 40k RPGs take place around 816.M41. Most of the "interesting events" occuring in the main 40k HASN'T HAPPENED YET.

But in general regarding new lore over old, I just piece together them in a way I find interesting. So far, my players hasn't complained.
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>>51776152
>They don't have rules for it
>What is Rites of Battle?
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>>51775999
Why not just learn the system instead of trying to cram it into 5e? It works perfectly with maps and all that
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>>51769121
>You're using Dogs in the Vineyard because you don't want a complicated system
I would imagine he's using Dogs in the Vineyard because it already has similar core idea(you're given carte blanche to deal with any heresy you come across in both games) and Dogs in the Vineyard plays differently. Not because it's not a complicated system.
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>>51776026
>>51776256
Good point on the storm shield. I may have to look into that if I end up getting a set of Terminator armor.

As for the teleporters, my GM is a bit railroady. And by a bit, I mean he flat-out refuses to let us kill things he doesn't want us to. If he does let us, then that would take care of the waddling problem quite nicely.

Homebrew equipment is probably out of the question (see above), but I'll remember this for later.

Relic Terminators are way too good to be true for my GM. This makes me sad.

Thanks for the advice, I'll give it a shot.
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>>51766633
>You look up at the sky - pardon me, the ceiling!
>As you walk through the streets, the ground shakes slightly. Passers-by mumble about the unstable lower levels.
>The streets are absolutely empty. As the clock strikes 9 o'clock, hordes of workers appear from every factory door, grumbling all the way to their modest homes.
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>>51776174
Whatever is good for fighting Orks, since we want to fight Orks and be part of a regiment that's good at fighting Orks.
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>>51776411
That's what I'm talking about. I have no desire to try to cram it into 5e, I was just asking if it takes a lot more work to DM than something beginner friendly like 5e might. I've read most of the only war book but I just feel like it all seems a lot more intensive to plan than 5e.
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>>51776686
It is just a matter of choice and preferences. Go though the regiment creation rules in core, hammer of the emperor, and shield of humanity and build to your liking.
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>>51775655

My players didn't like the standard Indomitus armor too much. They took to Terminator armor a bit easier after the support crew built them some Tartaros and Cataphractii sets. Hopping and dodging through fire, then unloading autocannons and swords into people, ended up being a useful tactic, until they got their final relic armor each.
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>>51776846
Only War specifically is actually fairly easy on the GM. Sure, you have to learn the system which might be more work than learning D&D 5e, but the actual GMing is easier than in most games, since the PCs will be part of a chain of command and thus can't do just ANYTHING. They might be(and in fact, should be) given leeway on how they execute the commands they're given, but unlike in D&D where the PCs can just decide to fuck off(unless you go out of your way to craft a situation where that's not an option - in which case you just might be called out on railroading), they pretty much have to obey the orders unless they want to get executed.
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>>51776459

Drop the GM if he's that railroady. There's a difference between seeing the rails, and forcing the rails.
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>>51776846
40k games fell about as complex as D&D 3.PF, mainly because they tend to do alot of things with specially written rules instead of keeping things simple and bound to core mechanics.

One thing that will be very difficult for players that learned on 5e is that combat options are almost all viable often times, so even simple things as "I attack" can either become a drag because the player is unsure if he wants to all out, swift, defensive or standard attack etc. or he doesn't consider his options at all and will suffer in performance because of this.
Especially in the human-scale games good base values are nice and necessary and all, but the true reliability comes from stacking and remembering all bonuses.
Also, even though most cases are clear some cases aren't clearly stated and allow for wonky argumentation. Just do a very quick ruling for one case there, write it down for future reference and keep it that way every time it comes up unless someone finds a better solution.

TL;DR: The Core game is simple enough and allows for good scaling between theatre of the mind and grid/map based gameplay. Just make it clear for the group that sometimes things might be a bit more abstract and given rules and stats are more guidelines rather than word of god.

The thing I have the most trouble with is keeping in mind the multitude of traits and talents. Where 5e entities have about 5 to 10 special features at the very maximum 40krpg ones tend to have 10 at least, around 30 in extreme edge cases.
You just have so much more to keep in mind that's not core gameplay that it's sometimes distracting.
For example you want to build an enemy very resistant to disables? Just giving him good defensive attributes (toughness, willpower, agility) won't cut it. Due to the way boni and mali stack you can even make the toughest Ork fail a "saving throw" with a very good chance, unlike 5e where they'd (if faithfully translated) have con saves that manage most effects even with (cont.)
>>
>>51776978
Sounds unreasonably awesome. Did you use the Only War stats for Autocannons, or did I miss those in the rulebooks?
>>
>>51776990
Thinking about it. Still, I want to give him a chance.
>>
>>51777095
disadvantage. Instead you have to give them 3 or 4 traits that make them more resistant to stuns and other such effects, or let them recover faster. Now you already have a handfull of features for only one aspect of the character, and you still have to cover the other stuff. It takes some experience and dedication from everyone, both players and GM to get things to run in a smooth fashion all the time.
>>
>>51765194

Thought experiment: A tech-melee-assassin

So I imagine that at minimum, the character would need: high WS to land attacks, high Ag to avoid attacks and stealth around, and high Int to still be adequate at tech tests.

What home planet/background/role combination would give you the aptitudes necessary to build something like that without spending an exorbitant amount of xp?
>>
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>>51777111

Sort of. Terminator armor is capable of mounting Reaper Autocannons, so that is what I used. They're in Black Crusade, I believe. When they were in normal power armor, I think they requisitioned a regular autocannon (the OW variant) once, before deciding near exclusively on bolt weapons and volkite guns as their preferred ranged weapons.
>>
>>51777239

I guess this is for Dark Heresy 2? With official material, Admech background, Forge World homeworld, Assassin role. With homebrew? The Sicarian Ruststalker in the OP, though it's for Only War. It should be compatible though.
>>
>>51777263
That's some pretty old gear. Is the game set in 30k?
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>>51777464

No. 40k. They were brought in to solve problems, and no expense was spared. Most of it was made on the spot by a member of their support crew, if asked, though. The whole point of the game, Republican Commando, is mixing the power of 30k with the resolve of 40k, to prevent a terrible disaster from hitting the sector they at. A full legionary armorium was open, from volkites to fellblades, as well as the gear of 40k. They started as mere battle brothers, but they've ascended to Praetors.

We only have the grand finale left at this point, but we're running into scheduling hell. Should be sorted out soon though.
>>
>>51766568
I think the fact as a regiment you wont really know what to expect since the uplifting primer is bullshit it may be best for predefined and you just have them go through training in transit
>>
>>51774477
Mod your trusty flashlight until it borders on tech heresy, aquire all the BS related talents and advances, stack up on ammo cells and keep that overcharge going. As soon as possible get a hellgun/hot-shot lasgun and repeat the process.

Now I want to see a master crafted lasrifle.
>>
>>51777569
Damn. I thought it sounded awesome before. Good luck on the scheduling, I wouldn't want to miss that.
>>
>>51774729
>>51775678
Me again. I found https://1d4chan.org/wiki/Emperor%27s_To-Do_List and I'm getting an idea~
>>
>>51777870
Remember do not let /tg/ memery obscure what is actually supposed to be a intense thing.

For instance the Emperor never had to deal with Tyranids this should be odd for him.
>>
>>51777154
I really really appreciate you taking the time to type all of that out. Thank you. That's exactly what I was asking.
>>
>>51777154
Why bother assigning all those specific traits? You want a guy immune (or heavily resistant) to stun, just throw one in. Describe how your strikes seem to cause little pain to nerve-deadened flesh, or previous wounds that have yet to heal yet the entity takes no notice of them. If the players roll well enough, they can still stun them, otherwise they're immune. Simple.
>>
>>51778710
1) Because that's how the pre-written statblocks work most of the time. A lot of homebrew or even simple GM adjustments are often faster and more convenient if you take existing rules and shift them around instead of writing new ones. People are supposed to run it, not redesign it.
2) Nobody stops you from running it that way. Whatever works for you and your group.
Some people might just raise an eyebrow instead and ask you why you started to make up rules, they wanted to play 40krpg not your shitty homebrew. Really depends on who you're playing with.
3) It's also my biggest complaint with the whole system. The games are functional, if a little clunky, but not elegant in design. Things work somehow, but often they neither work fast nor intuitively, at least not to for players and GMs that are inexperienced with those games.
If you try to streamline the process by not doing things like the books say they work you might as well play another game with a coat of 40k.
The thing is: some mechanics work really well, even if they might be better with some fine-tuning.
Some other mechanics just feel tacked on and could be solved in a way that's far easier to remember during actual play instead of having to look up trait xyz.

I could ramble along for hours I guess, or finally get around on doing my own writeup on how those games should work, but that's for another post.
>>
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>>51765194
can you play as a 'bionic-limbs' character in Only War?
>>
>>51779166
There's an entire part of the equipment chapter dedicated to Cybernetics & Bionics, anon.
>>
>>51779048
I mean, I'll read that write up if you get around to it. I probably just approach any RPG differently than you do. Not that there isn't a place for rules and mechanics, just some are far more important than others, especially where combat is concerned where having to go back to the books a dozen times slow things down soooo much. I only have a limited time for gaming as is, so players managing to get through a cultist encounter in 30 minutes instead of all session is far more important than 100% rule adherence on the part of the combat fodder.
>>
I just finished House of Dust and Ash with my group, and boy was it a fun run. Given I wanted to lead directly into the Haarlock Legacy, I had the Acolytes kidnapped as they escape with their "friend" and (unbeknownst to them) Beast House sympathizer Magyar Marshrek.

I had a tense standoff as the Acolytes set to guard the few prisoners they took were warned as the rest were roofied at dinner. Even my resident gear freak player seemed more concerned that enacting his revenge on Marshrek may be close to impossible then with losing all his gear.

Given the players ability to derail themselves into several day spanning side missions off the rails of the FFG campaigns, I thought it may be wiser to have a anti-psy "crown" drilled onto the Psyker's skull. Simple enough for a laborer to remove when they leave the red cages with a delicate application of bolt cutters. However, when he learned OOC what was happening, he had a strop and left the session while we all usually discuss the session afterwards for a short while. How do I deal with what might be a issue? I'm sure he may think this is a fuck you directed at him, and I don't want to explain that this is for the whole atmosphere of the next session as spoilers. I'm worried he might not be back (not that it should be hard to replace him.) What do?
>>
>>51779231
oh ok
>>
>>51779258
Did you get it across that it's a temporary impairment? Maybe a bomb collar or two for the others may prevent them from feeling like they're being unfairly targeted. I don't know what's up with the adventure path you have in mind, so I can't be more specific.
>>
>>51779253
I'm a bit split on that front, most likely because my original /tg/ backgrounds are TCGs and skirmish wargames.
I love some good, tactical, XCOMy combat. I'm not against creative actions and things not written in the ruleset, but I like them as the icing on a good cake.
The reason I'm invested in the 40k games is due to a love for the universe and the potential to have really fun tactical combat. The reason I often don't play them is basicly your very problem: It's not going smooth enough and I'll loose the whole evening on a single cultist encounter instead of the big setpiece.
I'm mainly just running adjusted 5e D&D modules because they require almost no effort on my part and play smoother.
If I'll ever come around and have something done that resembles my dreams of the perfect 40krpg I'll maybe post it here. We'll see.
>>
>>51773603
Alright Alpha Legionnaire anon back, got off work late. Alright pretty much the campaign has been in Desoleum for a little while now. Current roster is a Desoleum Arbitrator Seeker, bout as straight laced as you can get good with shotgun. Me, an Administratum Heirophant, I preach about how holy and official the words I write are, I don't fight often. Guardsmen Warrior standard meat head with a heavy stubber. Outcast Crusader a bit of a cunt, but good with sword and pistol. Currently this investigation has been going on for about 2 maybe 3 in game months off the top of my head. We've been tracking irregularities in tithe shipments involving the silicates they mine on Desoleum and bring to the Hives. Followed a couple of leads that went to dead ends which pointed at organized gangs and those trade sable fucks. Finally got a hold of a couple of the fuckers, and found their hydra brands. Out of game I was screaming internally. We followed some coordinates they had on them and found some sort of drop off/meet up point. One of the dudes that escaped our fight arrived, and was rebuked by a fuck huge dude in a dark cloak who was accompanied by some seriously armed dudes. With a baller perception check from the seeker, he figured out he was wearing power armor underneath the cloak. I rolled a hard forbidden traitor legions lore check, i bought as many forbiddens as I could after we ran into some serious shit a while back, and figured out it was the alphas. We are all around 8 to 10k experience btw.
>>
Does it unnaturally aggravate anybody else when a weapon's highest rate of fire isn't neatly divisible by its clip size?
>>
Prosanguine seems like kind of an overpowered skill/implant. It seems during any downtime the character could basically just keep rolling it over and over until fully healed after each encounter. Sure, if they get a 96 it's gone for a week, but that's a low chance and can just be fate pointed.

Anyone have thoughts for how to better balance this? Or am I wrong and it's not OP?
>>
>>51782044
Once every twelve hours you may make a Tech- Use Test. On a success, you remove 1d5 points of Damage.

If your player is sitting there for days doing nothing but trying to nurse their wounds they are going to find a awful problem with the fact the world moves without them.

The shit you can do in 12 hours...
>>
>>51782207
Where do you get the 12 hours from? We're using Dark Heresy 2nd edition and it looks like it says it's 10 minutes, not 12 hours.
>>
>>51782230

I googled it, it may be wrong let me go burn the book.
>>
>>51782044
It is only the techpriest that can do that, so if they want to armor and bionic up to be the team's bullet/las/plasma/frag magnet let them. They should be aware though, that it doesn't work if you're dead.
>>
>>51775959
>yfw I still use a Razr flipphone cause it's what I'm used to
You can't make me upgrade! Never!
>>
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Can a Ecclesiarchy priest heal the sick, speak to the dead, and drive daemons out of people by invoking the holy power of the Emperor?

It seems like the SoB can do it but it's unclear if anyone else can.
>>
>>51782599
Only the extra crazy ones.

Some priests can field with the SoB but remember that the Sisters are the top of the line fanatics selectively picked by the most hardass priests the imperium can find for their devotion.

So a sister is by default a extra priesty priest.
>>
Is there a quick reference sheet I could print out for players, or do I need to make my own?
>>
Do the mechanicus use Navigators?
>>
>>51783085
Of course.
>>
>>51783085
Yes. Just like every other human, if they want to go anywhere beyond their 'local' neighborhood, they need navigators to navigate the warp. They also need Astropaths if they want to send and receive interstellar messages.
>>
>>51782998
Which line?
>>
>>51776152
>because I
want my every character to be snowflakiest snowflaky flake moar liek.
>>
>>51783229
Dark Heresy 2e.
>>
>>51782599
Mechanically, yes. you got access to faith powers at rank 4 with alternate carrer ranks iirc.
Fluffily, also yes. Exorcists (the priest, not the tank or the chapter) are a thing, and living saints can do all sort of stuff. It's pretty rare, though.
>>
>>51783664
Use the GM screen PDF.
>>
>>51783888
Something to note about it that I just remembered is that fatigue as listed on it is incorrect.

There isn't a -10 penalty to all tests.
When you wake up from fatigue induced unconsciousness, you lower fatigue level by your TB.
If the above would still put you above your fatigue threshold, you wake up with one fatigue less than your fatigue threshold.
>>
>>51781640
Me!
Sometimes it's done by upgrades like belt feed, however. Just pretend it's being poorly designed and that's why.
>>
>>51783085
>>51783141
>>51783156
There's a special Void Abacus device in RT, which requires no Navigator to travel short and safe distances.
This hurts the butts of the navigator houses greatly, however.
>>
>>51784031
>This hurts the butts of the navigator houses greatly, however.

Doesn't the book kind of mention something like "If you having this device is known, expect assassins?"
>>
>>51784603
Yes, it does. It hurts so much that Navigator Houses try anything to destroy it's device and any trace of it's existance.
But Mechanicus > Navigators.
>>
Why Delay action SUCKS so much?
Why can't you use it in conjunction with Aim?
>>
>>51784677
You're probably not using it right or expecting it to do what Overwatch does.

Because you can just aim as your last action and then attack on your next turn.
>>
>>51774162
Lost in the Culture war when the Left won the first round. Don't worry, its the second round and we're bringing it back.
>>
>>51776256
Reminder that canonically, Tartaros was the most produced Terminator armor, besides the cheap indominious flooding the market.
>>
>>51785158

Indominus is supposed to be superior to all that came before. It's garbage compared to Tartaros and Cataphractii though. Fluff does not match the rules, and it needs a balance pass.
>>
>>51785027
No, that's not it. If you aim and shoot on the next turn, your opponent will already have his reaction back. Well, provided you aren't acting last on the init.
Delay could've been useful to wait out until the enemy exhausts it's reaction pool and then attack.
As it happens, it's almost entirely useless now, especially with ridiculous DH2 talents.
>>
>>51787798
Cataphractii is supposed to be THE most powerful personal defence suit of it's time. With THICC armour plates backed by shield generators in it's pauldrons.
It's protective, but slow, hence Slow and Purposeful.
Indomitus was made to be more mobile. A little faster, a little less protective.
And Tartaros was supposed to be a further upgrade down this line, even more faster, but better protected than Indomitus.
The "fact" that it's the most produced Terminator armous is the child-tier attention span of GW and/or Forgeworld, towards their own fluff. The retards.
>>
>>51788811

It's most produced in fluff because GW stocks them as the standard terminator in their stores. That's it.
>>
>>51789642
Wrong one. Indomitus is the bulldog suit that's standard for Marines and CSM. Tartaros is a Forge World product that's only in plastic through Burning of Prospero and has no official 40k rules, only 30k.
>>
>>51789850
>Tartaros is a Forge World product that's only in plastic through Burning of Prospero and has no official 40k rules
Wat? Wasn't it first appear in IA books?
>>
>>51789932
You're thinking of Cataphractii, I think.
>>
>>51789850

That's literally what I said. Indomitus is declared the most common and most-produced pattern by GW because they sell it in the stores, while Tartaros and Cataphractii are rare because FW invented those for the tabletop.

I think we're agreeing but not comprehending each other.
>>
>>51790246
I was following down the chain from the other guy who said Tartaros was most produced. We're agreeing, yeah.
>>
>>51790200
>Cataphractii
>IA
Son, you are retarded.
>>
>>51790311
Father(?), I'm at work. I don't have my books. Cataphractii received rules for 40k, Tartaros has not yet. I know because I've tried to find a way to use them for my dudes. I've settled for running them as Indomitus.
>>
>>51790363
Tartaros was introduced before Cataphractii, especially in Minotaurs Chapter, who's CM walks around in custom Tartaros.
Then, much later came HH and Cataphractii.
I stopped paying attention to it about the same time, so perhaps IA intoduced Cataphractii in 40k as well.
>>
>>51766927
When it comes to building and giving flavor to a hive setting first consider a few questions:

1. Why was the hive built/what industries or resources led to the growth of this hive?

> Many hives grow around massive mining operations so that could be an influence. Perhaps the hive in question is on the coast or in the Ocean and is there because it can do deep sea mining, or maybe the ocean isn't water but valuable chemicals and so the hive's big first industry is resource extraction from the ocean. Maybe the Hive was simply the best location for a spaceport on the planet which is on an excellent warp route which makes it ideal for trade.

2. How would the growth of the hive over time affect the older portions of it?

> If the hive began as a mining operation perhaps there are sublevels that are entirely forgotten about that go to mines that are all dried up. Or perhaps certain sections of the mines by the early levels of the mine have collapsed and so the terrain is shitty, treacherous. If the Hive is int he sea or on the coast perhaps there are leaks all over the place, some areas are flooded. If the Hive began as a spaceport and trade center, then perhaps the shitty areas are sections of the old spaceport, before the hive launched the orbitals docks and so the criminals nor rule over the now cluttered runways, hangers and warhouses that have layers upon layers built over them rendering them pointless. And hell there'd be cool shit there like tons of cargo cranes and systems for moving cargo no longer used.

These two questions will form the basic outline of what the area is that you are looking at. From there just flesh it out. In ocean hive, powerful gangs in the criminal segment may control reliable pumping machines, being the only ones capable of making certain forgotten or old sections accessible. Maybe they also have experienced divers who excel at resource recovery and breaking into other parts of the hive via the toxic dangerous ocean.
>>
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Rolling characteristics.

In order or applying the rolls as you see fit?
>>
>>51791578
Apply as you see fit.
>>
>>51791631
Cool, thanks.

Now, since I'm creating a heretek. Pretending my GM will ever let me get away with it, how should a great weapon converted into a power weapon be statted?

Melee, Damage 2d10+5 E, Pen 5, Unbalanced, Power Field, 7kg, Very Rare? Compared sword and power sword, and slapped the stat difference onto the great weapon.
>>
>>51792188
Why not spring for a thunder hammer? Two-handed and very rare.
>>
>>51792341
Oh wait, they're one-handed, but can be used with two hands for more damage.
>>
>>51792341
Which book? Not in the core one.

Mostly wanted it for flavour and that you can start out with the great weapon or make it with survival crafting. Make it a thing to use a home weapon that is later upgraded with further crafting with tech-use rather than acquisition as a small side project for the character.
>>
>>51792548
Enemies Beyond.

If it is a thing to be upgraded from, that statline sounds fine, if overshadowing the power axe.
>>
Going to be playing Only War for the first time been given a Sergeant specialisation to play, any advice on how to best use one or how to build/gear?
>>
>>51792602
Get the "Get Them!" order as your first purchase. Remind others to use their comrades' Ranged Volley or Close Quarters orders while using Get Them! every round.

If they don't understand why they should be doing this, ask them if they want to pass up +5 to a BS/WS test with +4 to damage if you succeed on your order.
>>
>>51792654
Will do, cheers!
>>
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I thought I'd send this to the /40krpg/
A friend of mine drew this after my really shitty explanation of the storm wardens chapter as 'scottish space marines'
>>
So, I just had The Emperor possess a servitor to shit-talk the Seneshal. That is all.
>>
>>51777943
>advice
I'm thinking, he's pragmatic and sees an opportunity to have a LOT more direct hands in the Galaxy now.
>>
>>51776026
>>51776459
Teleporters are one of those things I deliberately don't put into a ship when I'm building one for RT, because I know my GM hates how easy to abuse they can be, without him going out of his way to basically mcguffin a reason for why we can't use it.

That said, there's always been versions that didn't require terminator armour to use. Just that Space Marines are one of the few forces that uses teleporters 'regularly' (and I can't remember, but I think Terminator armour helps).
>>
There's never going to be anything new...
>>
Anybody playing a DW/BC during the Horus Heresy?
Perpetual GM here. Just wanting to enjoy the mystery of being a player again.
>>
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>>51796108

I'm going to try to have something fun ready for everyone in the next week or so.
>>
How do I make a better game for my players?
My three players have just begun their investigation of heresy. Before, they are normally scummers/under-hivers/etc, etc
The heresy in mind is that some cult is involved with resurrecting with this "long dead" xeno god. Naturally this "God" is nothing more than some daemon taking advantage of the superstition. Many hells break out if this thing is summoned.
>>
>>51796316
>How do I make a better game?
Well, what are you doing right now?
>>
>>51796471
>Well, what are you doing right now?

>My three players have just begun their investigation of heresy. Before, they are normally scummers/under-hivers/etc, etc
>>
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>>51796108
Don't be down hearted. FFG actually did five fairly complete game lines. There's enough material out there to run games for years. Take that and the fan material and you're fine.
>>51791578
As you see fit.
Alternatively, swap any two, re-roll any one.
>>
>>51765194
Can you make a deathwatch-esque killteam in only war?

Like, a small team of imperial guard from various regiments?
>>
>>51796993
Mixed regiment rules are in one of the books.
>>
So I legitimatley have to run a game of dark heresy 2nd ed tomorrow, and have barely read the first 80 pages or so. I understand stats, character creation, buying skills with exp, getting your starting gear, how skills work (rolling under the stat)

Can someone just give me a rundown of how combat works? Like initiative, how range affects guns, dodge, how armor protects you (guard flak armor protects 4 damage, but a basic gun does like 1d10 +81 wtf?) I dont understand argueably the most important parts, luckily I at least know alot about the universe.
>>
>>51797071
Oh ok
>>
>>51797569
The whole combat process is on two pages in the combat section. Just speed read and ask for clarification.

Why are you so unprepared? Was this a last-minute thing you volunteered to do?
>>
>first session concluded
>no one died
I think I've failed you all.
>>
>>51797899
Don't worry, you have next session to make up for it.
>>
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>>51797667
PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPROCRASTINATION!
>>
>>51797965
Get to reading then.
>>
>>51798071
>PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPROCRASTINATION!
>>
I have a few questions about the Trade Sable-

My group just completed Dark Pursuits, completely destroying the Daemonhost. Both Halbrel and Holthane escaped, though, and the players have expressed a desire to track them down.

Should I take it off Desoleum's surface to whatever that satellite port is? Is there more specific information about the black market xenos trade I should read? They didn't even peg Halbrel as an enemy before he escaped, so he'll probably be setting up a longer revenge trap or getting the hell out of dodge... Right?
>>
WELL. THAT WAS FUCKING INSANE.

One of my PCs just got named Lord Commander Webway.
>>
>>51791578
These two
>>51791631
>>51796951
Are not genning RAW.
>>
>>51797569
Ini is rolled with 1d10+AgiBonus (the tens digit of the value)
Characters have two half or one full action and one reaction per turn, see book for possible actions.
How attacks are made are two pages, get off your ass and read it. Though its basicly make attack roll, don't forget range and other modifiers, enemy makes dodge or parry if the have reactions left, if still hit roll damage. Note the little line that says you can use the Degrees of Success instead of ONE damage die if the die result is lower.

You have also misread the damage , it would be 1d10+8 I(mpact).
It does not belong to the amount, it's the damage type. Note how other wepaons deal R(ending), E(nergy), and (e)X(plosive) Damage, which is only relevant for certain talents, armors and resistances or critical hits (known as righteous fury, whenever you roll a natural 10 on at least one damage die repeat the attack roll if succesful inflict 1d5 critical damage to the target and look at the tables in the book for occuring effects)
>>
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>>51791578
>>51791631
>>51796951
>>51799327
To specify (now that I have found this image, thought I'd deleted it)...

>Characteristics are generated ONE AT A TIME
>To generate A characteristic, the player...

So you pick a characteristic, you roll it, you move to the next characteristic. You DO NOT roll all your characteristics and just apply them as you want.

I seriously don't understand why people have such trouble reading a fucking passage properly. Also, pointbuy is so much better in 40K RPGs, just do that.
>>
>>51799414
Also forgot that critical damage is also inflicted if someone drops into negative wounds, where the negative amount equals the table result iirc.
Don't bother to much about it with mooks, it bogs things down, just kill them off or describe them as alive but unablento fight. but keep it in mind if they fight something important or unique.
>>
>>51799414
Needing to repeat the attack roll for RF/ZH hasn't been a thing since Black Crusade.
>>
>>51765194
>GM of a current Deathwatch game
>Also running Only War game
>Both parties don't know each other aside from one player in both games
>Both parties are on the same planet
>Have a sand daemon attack the Only War party
>They annihilate it within 4 turns via psyker powers with only one casualty of a fate point lost
>Have another of the same sand daemon attack the Kill-Team
>Ican'tstoplaughing.jpg
>They lost over 7 fate points in 20 turns to the daemon before they finally were able to kill it
>tfw Guardsmen are better at killing daemons than Astartes
>>
>>51792188
You did it right. As a general rule, you just add around 5 Damage and Pen and Power Field and there you have it.
>>
>>51799497
Explain how that happened for both sides.
>>
>>51799417
Many GM's allow roll then apply to turn it into a bit more controlled randomness.

>>51791578
Talk to your GM about it.
>>
>>51799559
Right, but I've seen a lot of people here suggest that's how you're just supposed to roll characteristics, when that's blatantly false.
>>
>>51799480
Cool, never noticed that. I saw they changed the effect back when reading OW but never noticed that you don't need to confirm. Thanks for pointing it out, anon.
>>
>>51799518
It was a daemon trap hidden at a location that both of the groups went to complete different objectives at different times. They walked unknowingly into it. The guardsmen were getting beat left and right, their techpriest had ample ground to fight it. Their medic had been gored through the heart and burned a fate. Eventually the daemon grappled the psyker (bad choice on me) and the psyker was almost dead. The psyker's turn came up and zapped it dead with a power through the hand grappling his head.

The Kill-Team didn't know how to fight it, since it used hands to pull people through its own little rifts it makes in the ground halfway and wrench their heads until their necks break. Most of their combat was spent trying to get people out of the floor. It wasn't until far in the end of combat that one of the members pushed their way into the floor with the hand, fell 30 meters, burned a fate point, and his suit rolled a 1 to auto-inject him with chemicals to awake from unconsciousness that the member got up and blasted it within its own realm. Unfortunately he had to burn another fate when it died because he was at 0 wounds and forcible ejected 40 meters back up to where the rest of the Kill-Team were.

All in all, it took that squad so long to figure it out whereas the guardsmen squad just zapped it with their psyker.

>Rule of thumb, always have a psyker in your squads
>>
>>51799590
There is a lot of little details that change between lines. One of the more unnecessary ones I feel was the change to how auxiliary grenade launchers and how the fire selector work in 2e. First one is a waste of an acquisition roll while the second relies on some weird-ass quantum warp shenanigans.
>>
>>51799497
>>51799518
Storytime!
(Also i read something about OW characters being more competent than Astartes (except maybe gear) at equal XP due to them not having a fuckton of shit they rarely use but still basicly paid the cost for.)
>>
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>>51799627
Tagging them all progressively from now on so you can read my story. Want to hear more?
>>51799497
>>51799619
I stopped the Deathwatch game right there 3 weeks ago and I am picking it back up this thursday.

The Only War squad pushed onwards past the fucked up thing, finding out that it is a weird amalgamation of human flesh and warp infused energy, it was disgusting. They pushed further into the prison to find an Eldar VIP that they were looking for. Entered into the prison block where the VIP was located and found bodies covering the entirety of the block. No PDF soldiers or Guard; just prisoners, open cells, prison guards, and mutants that had been giving them problems all the time while on this planet. All of them had a single penetration mark in their heads, right between the eyes that go all the way through their heads. At the end of the block where the VIP should be they found the cell doors blown away and a hole in the wall that goes deeper into the planet with green smoke emanating from it. They chose not to go down it and whilst choosing, the psyker warp perceived a living psyker in this prison facility (which was meant to house psykers for the inquisition to experiment on, there was a lining in the construction that obstructed the use of the warp unless you had a psychic hood). Eventually they persuaded her to approach the bars from the back of her cell where she was hiding. They found that this woman was a hybridization of Tau/Human/Machine. Human eyes, plantigrade humanoid feet, a machine left arm that starts at the shoulder, obviously human right arm that had a tattoo of the Fleur-de-lis in black on the forearm, stark black hair, average 6' tall, and looked more human overall than the average tau. (I know it is the name from Avatar, but it is her nickname now) She had the name Korva, but the squad eventually coined her Korra and it stuck. They broke her out after the psyker mind probed her with her permission.
>>
>>51799795
Cont.
The tech-priest wanted nothing to do with this at all and deemed her heretical. Leveled up his hotshot on her and suddenly his gun was yanked from his hands through the bars and into her left metal hand that was glowing blue. They figured she just telekinesis'd it into her hands. A session later they found out that she has a homebrew tree of psyker powers known as 'Technomancy'. Easily said that the tech-priest kept his distance and a close eye on her at all times.

More?
>>
>>51799417
Frequently, people come up with an idea, then roll for stats. I like rolling when everyone is prepared for randomness and failure. Not so much when it's standard power crawl stuff.

>pointbuy is so much better in 40K RPGs, just do that.
Yep.
>>
>>51799823
Sure, go ahead.
Maybe a little rundown about the party and what problem exactly they want to solve on the planet?
>>
>>51799417
Gtfo with your RAW, nobody likes you.
>>
>>51799956
Typing it all up outside of 4chan so I can see what I am writing with little effort. Give me a few moments.
>>
>>51799497
>>51799619
>>51799795
>>51799823
>>51799956
Sure, the part is comprised right now of a Krieg Sentry, Cadian (PDF) Field Chiurgeon, Krieg Tech-Priest, Cadian (PDF) Psyker, Vendoland Stormtrooper, Tanith Ratling Sniper, Order Of Our Martyred Lady Celestian (Adepta Sororitas, the roleplayer is absent due to work schedule for the time).

>I am going to get shit for this and I already have

They were deployed originally with void dominance to Forge World Graia to deal with the ork incursion as per what happens in the game Space Marine (2011). After a fuckton of fighting through orks they were redirected to investigate the Adepta Sororitas Shrine-Temple nearby and found them all dead. They went into the catacombs to investigate a distress beacon, fought through groups of mutants, found the beacon, it was a trap, the tunnels blew and they barely made it out. From there they spent their time getting medical supplies from a hospital for their surgeon back at the outpost. They forced the oppositions hand and their problems went from bad to worse as these black shades manifested across this hospital and started attacking the guard and orks all across the world (from what they know). One of their assassin allies that has been going around with them ran ahead earlier and fought with her (sister). A modified mind probe from the psyker managed to find out what her sister is, a female Eversor Assassin that had spared her during the fight but both have a fued. They got into their half-track and drove like mad back to their outpost, the shades followed them on (I know it sounds dumb) horseback. Both the shades and the horses exhumed black smoke as if burned to a crisp and threw explosive lances upon the vehicle threatening to destroy the vehicle.
>>
>>51800192
Cont.
They finally made it back and fought through the night, upon dawn the shades retreated and left. They then pushed on and away to their current post, a heavily defended prison facility surrounded by a minimum 2km thick ring of mines in an open field, basilisk artillery guns, heavy stubbers, all manners of defenses. Night fell and with a bit of convincing they changed their fates by befriending a mutant before going into the prison and told him to change coordinates to a different location that he was supposed to send.
>shithitsthefan.jpeg
After doing so they all left to the prison and during the night they viewed the night sky with void telescopes to see a battle going on above them in space. They can’t tell who it is between until a ship comes down from orbit and begins a surface bombardment on an ork dominated location only 20km away. A few archaeotech checks later managed to figure out that this ship was a very old Apocalypse-Class Battleship. Their Eldar Female Ordo Xenos friend that they picked up at the old Outpost had a realization on what is going down and explained that a Rogue Trader she once worked with is the one laying siege to the planet right now. A man by the name of Cordell The Red. With a bit of explanation to her about their (Kaali) Assassin’s sister, their Eldar friend (Fotara Elavae) recalled a horrified memory of her. She explained that she is known as Jevele The Black. A ferocious Pariah Assassin that works with Cordell The Red, their fears were solidified when the psyker rolled a 1 for awareness and saw the distinct helmet of an Eversor Assassin standing beyond the minefield standing amongst a massive horde of Shades that encircled the mine field. Jevele turned and walked into the darkness then they pushed on down into the lower levels of the prison facility to what I posted originally.
>>
>>51800270
Which the whole reason they went to this place was to find a powerful artifact being guarded by a mad eldar psyker. Yes, Mira is here and she is actually the Lt. they met in the prison that was holding the guard together there.
>>
>>51800281
>>51799956
Anything else you have questions about for the story or what has happened?
>>
>>51799795
>Tau/Human/Machine
>Psyker
Get me a brick, I'll smack this retard
>>
>>51800166
Stop teaching new players the wrong thing then.
>>
>>51800375
That's exactly what the players thought until they found the experimentation logs conducted by Inquisitor Nero (the one running the Kill-Team). It focused on Hybridization with using Humans as the base for the templates. Nero had the experiment done with his authorization. They figured out that the book noted that Eldar traits failed to appear on the body but managed to still function in the genes of the subjects. So on Korra they focused on taking a human psyker and trying to mix it into the pot.

tldr: not everything is what it seems, Korra has more psychic attunement to the warp than Tau retardation of the warp can persist.
>>
>>51800460
Whatever your excuses, it is a horrible blasphemy and violation of several lore lvls to push your favorite animu characters.
>>
>>51800524
Animu? Violation? This is 40k, there is no law to lore. If there was, it would have been dead long ago. It is the fans that make it breathe and live, not a pen to a book that is sold off.
>>
>>51800540
There is. There can be no psyker-blunts, for example. And it is precisely what you did.
Not mentioning extreme complexity of the thing and the fact that the blue fish appears to be a powerful enough psyker with it's own snowflakey powers selection.
Do you also happen to have pony and furry versions of the characters in your game?
>>
>>51800563
No I don't. The players all like the character immensely, if you don't like her then that is your choice. But all of this incessant bashing seems really toxic. Tau can become psykers, it is just that they have only recently reached a fully sentient status in the galaxy; so it will take a longer time of evolution to reach that state or in this case very heretical gene experimentation.
>>
>>51800563
The 'snowflakey powers' as you call them are only homebrewed in by the fact that they are not in the only war books because FFG got kicked out of the game. I drew them from the Technomancy powers that are in the 7e update to the tabletop. Right now, the stormtrooper has one of its powers and the dedicated psyker has 3 from its tree.
>>
>>51800617
I'm sure a group of pony degenerates would like to play ponymarines too. Geddit?
>But all of this incessant bashing seems really toxic.
As it should be. You did something really stupid that you really shouldn't have and now trying to justify it with "your vision", which is contradicting to canon.
>Tau can become psykers
No, they can't. Their whole gimmick is a psychically dull race with due warp-protection, you fucking retard. Their evolution is bent towards the polar opposite direction.
>>
>>51800661
Well, list here what you reinvented. I remember a few somewhat tech-minded minor powers is 1ed.
>>
>>51800667
>YOU HAVE TO FOLLOW THE LORE 100%
But.
>GM having a good time
>Players having a good time
Anon you're a faggot.
>>
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>>51800822
If the GM has to invent bullshit for players to have a good time, it's the players and/or he himself that are faggots.
If some snowflakery is required, there was a concept of "awakened" or whatever they are called in Shadowrun, able to traverse the Matrix at will. Practically made for tau.
But nooooo, he had to break this fine macrocannon to introduce bullshit.

Also you're a double faggot for defending this.
>>
>>51800866
>Anon players are having fun
>No they should have MY fun
You remain a faggot and failed to see the point, good job.
>>
>>51800563
Tau aren't blanks, they don't have the Pariah gene they just have a low presence in the Warp. Ethereals clearly draw mystical power themselves also, it's not a far stretch.
>>
>>51800899
If you want to have FUN in your mary-sue setting, then go the fuck out of here and stay there.
But don't call it warhammer in this case.
Because it does has some frames.
>>51800913
Learn to read. I said blunts. Blunts are creatures with barely registered warp-presence.
Normal humans are very mildly psychic with sporadic happenings of "luck".
Some humans are psykers.
Some humans are blunts, who do not have this "luck". Tau are here.
Some humans are blanks or pariahs, that are anti-psykers.
Also, it's hinted that Tau evolution was artificially sped up and guided, presumably to make them another weapon against chaos.
They don't even use psychic mind control to rule the tau grunts, relying on pheremones or some shit, if xenology is to be believed.
>>
>>51800955
>If you don't do it my way you should fuck off
Stop being so butt blasted over something so irrelevant.
>B-but it's not 40k
>Universe so large somewhere, someone did a something out of the extraordinare.
>"No it can't happen!"
Legitimate question anon, have you been diagnosed with autism?
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>>51800955
Literally pulling shit out of your ass now.

All I can see here is that "blunt" is essentially the equivalent of the word "muggle".
>>
>>51800999
Shut, up, retard.
What I'm talking about is simply an older lore and terms are being misused and confused and all over the place. BL writers aren't helping either, intruducing shit like daemonically possessed Blanks.
But runts like you just can't know about that.
Take a look here.
http://wh40k.lexicanum.com/wiki/The_Assignment
There's a hint on where Tau are in this list. Let's see if you can find it.
>>
>>51800983
Better question is, what kind of mental stunt do you have, that compels to bring shit into more or less defined setting?
>>
>>51801206
>More or less defined setting.
You dense motherfucker, how the hell is a setting of which we know only a fraction of the worlds/people/beasts etc. in any sort of shape "defined".
The point is that it's fucking irrelevant and if anon wants to bring some sort of psyker-tau whatever into his version of the setting, and his players are fine with it too, there's nothing fucking stoping him from doing so. You want Orks dressing only in female imperial clothing because the warboss suddenly thought "Dats kind a nice!" then you can fucking do it.
It's a fucking setting, not a "It has to be this way" rule set.
>>
Guys, stop feeding the autistic retard and the lack of attention will make him go away. It's obvious every damn time he starts sperging out he knows fuck all about the fluff or the content of the game lines.
>>
>>51801275
This is what I have been trying to find, thank you anon. I knew it was in one of my books but I couldn't find the book. I need to keep digital copies of Rogue Trader for the players.
>>
>>51801315
You're welcome anon, now ignore captain spergalot and the thread can return to normalcy.
>>
>>51801273
>how the hell is a setting of which we know only a fraction of the worlds/people/beasts etc. in any sort of shape "defined".
By setting certain default rules, like the existance of the Warp? The psykers and their antithesis Pariahs? And so on.
Even the rulebook says that, say, pariahs, can't get a Psy Rating and stuff, as are certain other types, like the Discordant.
>You want Orks dressing only in female imperial clothing because the warboss suddenly thought "Dats kind a nice!" then you can fucking do it.
And you can, since it's within canon scope. Orks like colourful dress, especially Freebootaz.
But if you want to introduce sanctioned masterrace of furries, ponies, psyker-pariahs and other such things, then you are going to shit on the setting and therefore must kill yourself asap.
Is it this hard to understand? You sure you don't have any mental disorders or deficiency?
>>51801275
Same goes for you. You can graft a psyker brain into pariah, but it's gonna end badly.
I'm not even mentioning that this is about human biology, not xenos.
>>
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>>51801340
>But if you want to introduce sanctioned masterrace of furries, ponies, psyker-pariahs and other such things
>F-furries, ponyfags, see how shit you are by comparing those things to that.
You're so fucking buttblasted over this I can't believe it.
>>
>>51801374
You are imagining things that aren't there. Perhaps you are genuinely retard. That will explain your reading comprehesion, lore knowledge and general preference to ignore unpleasant facts.
>>
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Yo /TG/, my groups Rogue Trader decided to pick the Child of Dynasty during character creation. And a side effect of that is that the group now has an unknown enemy, somewhere out there.

Thing is, the group so far consist of a Dark Eldar Kabalite Warrior, a Navigator of a renegade house looking to gather as much forbidden lore as possible, and an insane psyker (probably the mots normal one of the group so far).

What would be a fitting enemy for this group of misfits? An Inquisitor would probably make the most sense, but feels a bit predictable. Do you guys have any good recommendations?
>>
>>51801397
I'd personally would make it some type of Assassin that is looking to collect a bounty on their heads or was paid to hunt them down and bring them back dead (maybe alive depending on your preference)
>>
>>51801397
Are they still loyal-ish or gone full renegade?
>>
>>51801419
Still loyal-ish. No one seem te be making a full on heretic.
>>51801408
Oh there will totally be assassins. Probably some hired thugs, mercenaries, pirates, and god knows what else attacking them for this unknown enemy of theirs.
I'm trying to think of some one more powerful, a man hiding behind the curtain, letting his puppets do all the hard work, while staying out of sight, and out of mind as best he can.
>>
>>51801456
If you want someone pulling the strings then you will want to totally have it be another Rogue Trader that see's them as potential to harm their dynasty
>>
>>51801456
You realise the Inquisition is as powerful as you can get?
There's literally no one more dangerous in the Imperium for any heretic or misfit.
Probably no one better fitting for this, since the dynasty is likely already tainted with xenos and heretic association, if not more, which is why it attracted the attention of the Inquisition.

Other potential candidates include all the same factions like Navigator Houses, Mechanicus, Telephatica, Rogue Traders and so on. Just look up the enemy lists.
>>
How do you get good with shotguns?
>>
>>51801585
Using stealth.
Using Executioner rounds.
Using cover.
Not using shotguns.
That's about it.
>>
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>>51801047
>m-muh old lore!
Check this out. Yes, naturally occurring Tau psykers aren't a known thing, but it's pretty obvious as I said that Ethereals have learned to harness the Warp to some degree, and Tau aren't known to be soulless or blanks as I also mentioned. A Tau gaining psychic abilities through experimentation or whatnot is totally on the books.
>>
>>51801585
If you have to use a shotgun, use cover for you advantage, get twin-linked, get red dot, and get inferno shells. Trust me, the flame quality is worth it since they can burn to death from one good blast.
>>
>>51801522
Correct me if I'm wrong, but don't most Inquisitors work independently, for the most part? Like, if they find the evidence and have to pull to do so, they can declare them enemies of the Empire.
But until then, won't they only have their own resources to call upon, which can vary greatly between Inquisitors?

And >>51801497 made a good point with a rival Rogue Trader dynasty, as they'll probably have more pull than most other organisations withing the Koronus Expanse.
A rival Navigator House could also work, as they might have some ancient grudge against the RT house, which they might start acting on considering the company said RT keeps.
>>
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>>51801628
Oh, jeez. Confirmed for a retard.
I've posted The Assignment above, which shows exactly where Tau are. With large fat hint of a TAU level psychic ability.
And then I mentioned the Xenology, to which this screenshot is a direct reference.
It describes the autopsy of the Tau Ethereal, and this same organ with the pheremone implications.
Your own screenshot points out that it's a mere rumors, disproved by the discovery of this special organ.
Tau are blunts, they can't be psykers.
Besides, even this failgm said those heretics used the Human as a base for experimention because Tau are so much shit at psykering.

And you people call ME misinformed and knowing jack shit.
>>
>>51801596
>>51801635
Ok, thanks
>>
>>51801647
Anyone can declare an Inquisitor radical, or an enemy of the Imperium yeah, whether they're guilty or not even. Just have to consider several factors such as
>does this person/group have enough sway to make it heard?
>would they be believed by their audience?
>do they have enough reason to do so since it will make the Inquisitor want to seek some form of revenge?

Sorry, I don't know what conversation I'm jumping into but I hope that adds any kind of helpful info to it.
>>
>>51801722
>posted an article with incomplete sources
>this is EMPIRICAL PROOF you RETARD!

Hah, no.
>>
>>51801647
Yes, that is correct. However, as you said, those resourses available can vary very wildly between Inquisitors.
So this enemy might be up from a newly christened Inquisitor to the titanic and terrible Inquisitor Lord with a whole dynasty and fleet of his own.
>>
What are people's thoughts of the Fire Warrior class from the Tau guide? It looks pretty fun. Social, Shooting and Technology (With a lot of ally support).
>>
>>51801750

An addendum to this: Are there any essential bits of gear for someone who wants to focus on engineering/drones? The GM gave us 3 acquisitions at the start of game rather than 1. I'm looking at an MIU, a Drone Controller and one that I don't know what to get yet.
>>
>>51801738
>posted an screeshot with tiniest possibility trail, dubbed rumours even there
>HAHA SEE NOW TAU CAN BE PSYKERS LALALALA

Alright, whatever. It's not like you admit you are retarded even if I could slap with a TAU ARE NOT PSYKERS quote from codex.
>>
>>51783886

Hey, the tank is pretty good for driving out demons and making sure you are speaking to the dead too.
>>
>>51801782
See the problem with your argument is that the universe of 40K is so utterly massive, that yes with the slightest possibility of someone working out a way to unlock psychic potential in a Tau, that's bound to have happened -somewhere-, at some time. So yes, that tiniest possibility trail means that it's possible, and it can happen in anon's game.
>>
Oh, and by the way, list those homebrewed Techomancy powers already.
>>
>>51801820
That's still an excuse to create anything in a given game. Good thing it was only this minor and the players were okay.
>>
>>51801782
>tabletopfag
Tau are pretty much not psykers in codex because game balance.
>>
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>>51801874
>gee dubs
>game balance
Is this mortal serious?
>>
>>51801897
They lack the minutia of game balance, but the core ideas of balance are there and yes, giving the super shooty race some fancier shooting to fling around would just be silly.
>>
>>51801906
Game balance always comes last, stupid. Tau aren't psykes because it would've been too cliche, since even Necrons now have psyker-analogues.
It has nothing to do with balance, only flavour.
>>
>>51801931
>Game balance always comes last
[Citation needed]

Especially for a setting which was a tabletop game first and foremost, I would strongly disagree with you.
>>
>>51801742
Good to hear I got that bit right.
>>51801726
That is a pretty good angle for attack, if the parties rival end up being an Inquisitor.

Alright, I've narrowed it down to the rival being either an Inquisitor, a Rogue Trader, or a Navigator House.
They all could easily have the resources to hire goons to do all the work for them, and maybe even enlist allies from other factions, like a Navigator House bribing a Rogue Trader with maps so they'll go and blow up some stuff the players own.
>>
>>51801941
And you would again prove not that smart.
Game balance was always, ALWAYs shit with GW, since every edition makes some units complete shit and some gaining incredible cheese.
Like the infamous wardian gay knights. You really know nothing.
Balance is when ALL units in ALL codices have uses and not become utter trash with the new rules or dredge on the "play for fun" tables.
>>
>>51801979
>talking again about specific unit-byunit balance
>when I clearly mentioned looking at the broader balance between whole factions

And you say I'm not smart.
>>
>>51802019
And I will say it again.
What broader balance between factions? Everyone else have psyker equivalents, except tau.
I too can say tau aren't resistant to psychic powers on the TT only because of limitations.
>>
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>>51801979
You once again prove your inane ability to understand the flexibility of a setting like 40k.
You feeling high and mighty being some sort of gatekeeper on how to play 40krpgs correctly only proves how wrong you are and your adamant need to defend your point only proves it further.
You're making a fool of yourself on a public forum dedicated to rock tossing discussions.
>>
>>51802047
>blah-blah, I can't argue, but it's you are stupid!111
Sure.
>>
Jesus fuck people, contain your autism and stop feeding the super-autist.
>>
>>51801820
>See the problem with your argument is that the universe of 40K is so utterly massive
Tau space isn't, though. If we were talking about the Imperium, sure, but we're talking about Tau, who definitely haven't exhausted every single possibility yet, especially since psyker research isn't really a thing the Ethereals are putting their species' time and energy towards.
>>
>>51802079
I find it hilarious watching his arguments against multiple people.
>>
>>51802090
Funny shitposting is still shitposting anon and it sours the entire thread. And if we only can autistically screech about "MUH LORE PURITY" at each other rather than talk about our games with each other then why do we even have these threads?
>>
>>51802122
It's not shitposting just because it hurts your feelings. Fun is not an excuse for everything.
>>
>>51802122
Anon, I dropped out of that argument a long time ago when he wouldn't stop and I kept playing nice. I am just trying to find the Technomancy powers now. But until I find them I am going to reconstruct it in word.
>>
Ya'll aren't autistic, you're just fucking retarded.

Psychic ability is a genetic disposition anyways. it's quite literally a mutation. there are ALWAYS mutants within any fringe body. the Tau certainly qualifies for this, they've gathered several species under their banner, and hold hundreds and hundreds of planets.

also worth pointing out: Shas'o'Kais carries the Mark of Khorne as revealed in the novels, homeboy had a little help.

...not sure why Mr Blood withdrew his help during Dark Crusade, though...
>>
>>51802166
He's arguing with multiple other anons though.
>>
>>51802179
>...not sure why Mr Blood withdrew his help during Dark Crusade, though...

O'Kais from Fire Warrior and O'Kais from Dark Crusade are not the same character iirc.
>>
>>51774383
Kinda, gm was a turbo fedora and handwaved my attempts at actual RP as dice rolls. Jr was a total televangelist rip. Preaching to the masses, being unsubtle as fuck and a total "distraction carnafex". And totally against the use of anything that could he considered heresy in terms of gear. Not that he knew, and he was trusting enough to let others " personally care for the confiscated items until a higher ranking official could take them for reconsecration. " Other party members went along with it and used him as bait many times for flushing out heretecs and lastly a genestealer cult which by that time he'd gotten access to a good quality chain sword and a flamer with "jade flame" (maximum heresy!) Fuel. Party wiped and his last action was to become "the emperors burning might and cleanse this chitinous scourge from the planet". Same night we rolled DW characters to door kick the same genestealer cult. Turned out Jr did exactly what he said.
But that wasn't the only cult.

So yea annon, go for it. But beware your GMs fedora level.
>>
>>51802179
I would add that canonicity of the Fire Warrior and novels are dubious to say at least.
>>
>>51802225
I had to go and double check.
That is very much the One and Only Shas'O'Kais, per Word Of God. Shas'O is a Rank, after all.

even though Canonicity is dubious, it is still Canon at the end of the day. and, as we all know from Space Marine (2011), several things are canon including the Aurelian Crusade of DoW2.

end result: these things are all indeed linked.
>>
>>51802272
>as we all know from Space Marine (2011)
What.
They've pretty much said the events happened in alternate reality.
>>
>>51775625
>played 5e
>wants to play 40k RPG

Combat is a distraction, combat is lethal as hell low levels. Less so, slightly for damage sponge characters. (Oh look he's missing his right leg instead of dead.) Did I mention combat is a punishment in these systems? Its not bad, by the big E combat is fun. But it isn't the focus.

So, budding GM, are you willing to put in work outside of combat encounters?
>>
>>51802295
>combat is lethal as hell low levels.
No it's not. Any shmuck can get 8 DR and about 10 hp in a world where the most common weapon does 1d10+3 damage.
>>
>>51802295
>>51802337
There aren't even that many rules for non-combat situations. It's just as combat-oriented as D&D.
>>
>>51802397
That's because rules for non-combat situation and socials are retarded.
Slaanesh book in BC tried to make some disputes mechanic, it was really lame.
>>
>>51802420
Then don't try to trick new players by pretending that 40k RPGs are something they're not. 95% of the provided content is all about shooting, hitting, or getting hit and shot at by things.
>>
>>51802292
believe it or not, that was a different GRAIA, not a different TIMELINE or REALITY.

even if that was the case, we're in "Reality A." it all happened...Just As Planned.

also, Psyker from the Only War game here, our Poor DM Anon forgot to mention a few things that might make you folks cringe.

1: my character inverse has a lot of Forbidden Knowledges he probably shouldn't have due to Warp Bullshit.
2. He's not *just* a Psyker. he's a Sanctic.
3. Daemon made the mistake of not just killing me, it grabbed me and made prolonged contact with someone who could literally channel Anathema to it. turns out, it's Willpower sucked ass.
4. Cleansing Flame and Purge Soul tend to ruin Daemon Days...

DM vowed not to make that mistake a third time. this being the second.

the first was when I was healing the party using a DH1 minor power (1d5, good for getting rid of Critical Damage.). had a rare Oops and summoned a pair of bloodletters.

our Halftrack got fucked to death by a sword, but me and the Hospitaller took them down with a bolter and a well-placed Inferno, respectively.

for note-taking, I pretty much wrote the book on How to Psyker Smart, and have been training Newb Psykers in-char and OOC. two have benefited from a good assbeating and are PR 2 to my PR5(+3+1d5 when pushing.) I've even picked up a couple of Rogue Trader Talents to boost my broadcast range, it's come in handy when vox went down during very critical moments, had to telepathically link a couple of skype calls...
>>
>>51802453
The reason 95% of the provided content is combat is because that's what's most important having rules for, not because that's what most of the campaign should be.
This mostly just comes down to player and GM preferences.
>>
>>51802498
Just like D&D then.
>>
>>51802460
also worth noting, we're pretty far along XP wise, just by channeling two powers I can go toe-to-toe with most astartes without really breaking a sweat in terms of stats.

Unnatural Agi, WS, BS, S, T is a thing. a good battle psyker is a hell of a boon to your team (even if they're probably going to get Inquisition-napped or Rogue Tradered at some point...)
>>
>>51802460
Do you have evidence that it's canon? If it's a different Graia, then it can be pretty much said it's the wrong cannon.

Otherwise, most of the things you mentioned are tolerable. The only thing is the exact knowledge that you might know due to forbidden lore.
Tau-hybrid is worse.

But tells exactly what kind of party is playing it.
>>
>>51802420
>rules for non-combat situation and socials are retarded.
What a retarded train of thought. Why even bother having skills for all those things then?
>>
>>51802541
You misunderstood. Skills are fine to have and everything more complex can be done by roleplaying, if relying on dice is unpleasant to some.

There's no particular need to invent more tables just for the sake of it, especially if it's basically just dice.
>>
>>51802531
the boys over at 1d4chan are pretty damn good about vetting their sources, they're nigh-fanatical.

as far as what kind of party: one that goes with the flow fully aware that it's our lot as the Imperial Guard to have to put up with bullshit.

thankfully, we did get the news via official channels that a company of Blood Ravens and Salamanders are Enroute. if nothing else, we just need to hold out until they get here.

...but fuck that, that's boring. LT. Mira's already told us to handle that Red Asshole in the sky if we can and By Emperor we're going to. just really not looking forward to what kind of shit a Rogue Traitor is going to have on a ship that big.
>>
>>51802531
>Tau-hybrid is worse.
Tau-Patchwork is more accurate. go reread your DH1 there son. bad enough that the Fallen Angels are heading for earth with Guilliman's blessing (and escort), dont follow the DA's example of going "lalala that cant exist."

Tzeentch will just take it as a challenge to prove you wrong.
>>
>>51802559
But that's exactly what D&D does and it's not good in there either. I don't understand why you're so averse to giving things like Fellowship more mechanical weight.
>>
>>51802608
truth be told my Fel and Int are shit, because I figured it'd be thematic: I have forbidden skills, but it's shit that's really esoteric and people with guns have repeatedly said "you're not supposed to know this."

plus, everyone in the IG's supposed to hate psykers anyways, hence the Low Fellowship for me.

it's played out well and bit me in the ass many times over both ways, I'm happy with it. I've had to rely on other partymembers to negotiate with quartermasters and the like, my go-to is to just try and Jedi Mindfuck them into giving me some goddamn ammo.
>>
>>51802653
also, some stats for our Campaign:

Psychic Phenomena Count: 38
Perils of the Warp Count: 14
Dead Commissars: 7
Confirmed Daemon Kills: 2 by me, 4 party-total
Confirmed Hero Target Kills: 1 Warboss, 1 Big Mek

Total Enemy Casualty Count Estimate: 3000-3500+ and counting rapidly. Khorne Is Pleased.
>>
>>51802608
Because it would be horribly artificial anyway.
If you don't like long social interactions, a few dice would suffice.
And if you/your gm do, then you can just roleplay and expand it further.
>>
>>51803028
>artificial
What did he mean by this?
>>
>>51803101
ya got me man
>>
>>51802607
My lore is more or less safe if I think about it as a predominantly human hybrid with a few tau parts, which seems accurate.
>>51803008
Sounds like AGP party counters.
>>51803101
Primitive, if you will. The only worth of random tables is the NPC's general personality and disposition.
>>
>>51803138
>random tables
What? Not exactly sure what tables and social mechanics have in common.
>>
File: Technomancy Title.png (66KB, 1131x553px) Image search: [Google]
Technomancy Title.png
66KB, 1131x553px
>>51800750
>>51801823
I am working on rewriting it, because my fucking document got deleted when I reformatted my flash drive.
>>
>>51803105
said fuck it and might as well post with my Char's name, keeps me from trying to remember "which one was me again...?"
>>
>>51803151
I guess you misunderstood again. If you look up the thread, you'll see the comparison between vastly expanded combat and very basic social rules.
So if you try to make socials about as much expanded via creating random reaction tables, "Autistic Screeching" and "Mildly Ironic Remark" actions and so on, I think it would be silly.
There are basically no social mechanics in 40k rpg beyond Fel, Skills and skill modificators and that's FINE.
Geddit?
>>
>>51803138
the irony of this is not fucking lost on us, trust me. just last session we hooked up a half-track to a Chopper, flew that shit to an armory we were looking for, saw a huge fuck-off WAAAGH!! heading the same direction we were. my Comrade blew a Big Mek's Brains Out, I telepathically called for artillery support (PR's high enough to transmit vocal messages and sights and smells in real time) and got a response with a targeting solution via a DAMN good Basilisk Lieutenant.

I already told Mira that other LT needs a fucking medal, that fire was spot on. decimated the horde, while we picked off the "Big Ones," ended up massacring most of the bastards, incinerated the rest, and linked up with a group of Sisters of Battle that were headed to give em a good fight, they switched tasks to simply purging the spores and corpses with holy flame.

meanwhile down below, the Weirdboy managed to double-fuck his warp fuckery roles and got slurped up into nothingness. sucks to be him.

got down to the aftermath, and one awesome perception roll later, I'm wearing the Warboss' own Teef as a battle trophy/Good Luck charm over one of my shoulder pads. fangs were as long as my arm, I'm hoping it'll make other Orkoids go "wait. what?" before charging in.

I dont do so well up-close and personal, just now got enough XP to get the feat that lets you semi-auto melee attacks to make better use of a power sword I found.
>>
File: dark eldar.jpg (62KB, 800x521px) Image search: [Google]
dark eldar.jpg
62KB, 800x521px
anyone have a fillable dark eldar character sheet for the one they have in soul reaver?
>>
>>51803153
With this kind of description, I really hope the ebul Tech-priest will get that psyker.
Also it strongly reminds me of the Discordants, mentioned in Lathe Worlds.
Give at least a brief selection so I can decide how bad/good/OP/snow they are.
>>
>>51803153
It's still a work in progress since I am rewriting it all from scratch.
>>
>>51803232
I don't see how it's fine. There is nothing wrong with giving those things definitive mechanical weight instead of leaving it all to the GM.
>>
>>51803285
But there's already enough mechanical weight.
Take the disposition, roll and decide what you get according to DoS.
How do you think it should be expanded then?
>>
>>51803315
There are seriously lots of ways to do it, like Exalted 3e's intimacy-based system, CofD's Door system, and social-as-combat-type kind of systems like L5R's. Pretty much any of those would be better than D&Desque "just roll and figure something out" type of shit.
>>
>>51803442
All of those would still be inferior to actually roleplaying everything up.
And the game has very little social, they would just be redundant.
>>
>IF the game
>>
>>51803534
>All of those would still be inferior to actually roleplaying everything up.
You haven't played any of those systems. How would you know?
>>
>>51803599
Why do you think I haven't?
>>
>>51803622
Because you haven't explained why any of those systems would be inferior to not having any rules for it at all. How much social a game does or doesn't have depends on the GM, though a focus on it is clearly discouraged by the absence of any sort of rules for it, limiting potential campaigns. It could work out for shit like Deathwatch and Only War, but it's seriously not okay when Dark Heresy and Rogue Trader are some of the most well-known 40k RPGs and they're advertised as investigative/exploratory types of games while only having rules for hitting shit and scarcely anything else.
>>
I recall someone from DarkReign once did an overhaul of the original DH 2e Beta rules. Does anyone here happen to have that doc? Wayback Machine was of no help.
>>
>>51803738
I think tried to. Anyway, you are right that I didn't.
There doesn't seem to be a demand for such rules tho.
>>
>>51803908
It's unfortunate, but not having those rules has been the status quo since D&D, so people just assume that it's how things are supposed to be without ever trying alternatives.
>>
I will probably have to post the Technomancy document in the next thread or just later today in general.
>>
>>51801585
Twin-Linked
Custom Grip
Red-Dot Laser Sight
Backpack Ammo Pack or Quick-Release
Modified Stock
Auxiliary Grenade Launcher
also
GET INFERNO SHELLS
>>
at what point do you execute the unsanctioned psyker who's caused a perils of the warp that's killed at least one member of the team?
>>
>>51805162
You do not execute a psyker. Psyker executes you!
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