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/40krpg/ 40k Roleplay General

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"Truly a Ded Gaem" 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

prev: >>51895077

What was the encounter, fight, or situation that you remember the most, be it as a player, or a GM? What made it so special?
>>
>>51953854
i'm considering trying to hack dh2e into some kinda AoSrpg
>>
>>51953854
"Fuck You Edition"
Fuck off before I send you to gay baby jail
>>
What do people think of the huge psychic powers expansion thinger that roll for heresy did?
>>
>>51955354
The what that who did?
>>
>>51953854
Two from a DH game I was in for a few sessions.

>team is inserting from a Valkyrie, fast roping in
>one to two others and myself all faceplant
>then the firefight begins

Another one
>get grappled by a mutant
>wrestling on the ground over my shotgun
>succeed at strength test to not have my head blown off and blow the mutant's head off instead

A shame I couldn't stay in the game, but it gave me a look at the system and % games in general.
>>
>>51955381
http://www.rollforheresy.net/book/look-not-upon-wytch
this giant thing which is a pain in the dick to navigate but essentially consolidates all the PR based powers into big trees. so all the powers from Rt to dh2e
>>
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>>51953854
Here's mine, it's a long one:

>Tipped off that a Chaos cult is gathering a power outside the main Hive
>Figure something big is going to go down
>We call in PDF and Arbiter allies. They give us 100 men and a Leman Russ
>Roll up at the wastes outside of the cult's shanty town home
>Suddenly a horde of mutants led by a daemonhost emerge from the town
>Two teammates that infiltrated ahead instantly fail Fear. One is rooted to the spot. They stay hidden
>Two other characters are in the tank. Mine is partially out of the top hatch swinging a sword around and acting all inspiring
>Open fire
>Daemonhost tanks multiple Battle Cannon hits
>Daemonhost begins metamorphosing
>Imperials are wiping out mutants
>Mutants close the gap and start wiping out Imperials
>Infiltrators search the main chapel. Get into fist fights with mutants
>Battle is going well
>Suddenly, Daemonhost emerges from his cocoon as a horrible bone warp-terror
>Begins charging at the tank
>Imperials have almost been entirely wiped out
>Tank becomes immobilised
>Battle Cannon manages to wound the Daemonhost enough that it has to return to its cocoon to heal, stopping its charge
>Infiltrators flailing about in the Chapel
>Suddenly, there's scratching underneath the Russ
>Fucking sapper midget-mutants trying to break in with acid
>Crew manages to repair the Russ. We're rolling again but the midgets are still underneath
>They break into the tank
>My character chops two up. The other one suicide-bombs into weird ichor. A couple of crew snuff it
>Daemonhost is back
>Imperials are wiped out
>A few mutants left. They charge the tank
>Put the Russ into reverse
>All guns on the 'host. We're backing up towards the chapel
>Mutants can't crack the hull. Daemonhost is struggling
>Suddenly, Russ is immobilised again
>Oh shit, the engineer died
>We still have have guns
>It's not enough
>mfw

Cont.
>>
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>>51956618
Cont.

>Teammate manages to get the tank repaired thanks to some fate points
>Go go go!
>Daemonhost is still damaging the tank
>Meanwhile, the chapel has been cleared. Other teammates find a strange alter with a knife lodged in it
>They try to blow up the alter
>Nothing
>Decide to loot the chapel instead
>Outside, we turn guns onto the mutants. The last of them die quickly
>Only the Daemonhost left
>We reach the chapel. Other teammate hops out of the tank, takes one look at the Daemon and falls unconscious from Fear.
>Daemonhost is slowly slicing his way through the tank
>Immobile for good now
>He's STILL tanking hits in return
>Suddenly, the hull is cracked open like a pinata. The tank is down to a couple of hitpoints
>This is it lads
>Literally at that moment, one of the chucklefucks in the chapel decides to pick up the knife
>Knife latches onto its new "owner", but the other teammate chainswords the hand off.
>Outside, the ritual is severed. The Daemonhost disintegrates
>mfw
>Air support FINALLY arrives
>"Lol. Looks like you guys got into a scrap!"
>Knife, hand and "core" of the Daemonhost get set away for safe keeping
>Inquisitor takes all the credit for the successful mission
>>
This thread is necrons.
>>
Do weapon upgrades/downgrades apply when trying to elevate or keep a legacy weapon?
>>
>What was the encounter, fight, or situation that you remember the most, be it as a player, or a GM? What made it so special?

Well, our first encounter of the campaign was the Acolytes busting down a door and blowing the heads off two cops (and crippling a third) in one round, then executing the last one, all without actually learning a damn thing.

They did so, and got the stun/surprise, by using a laud hailer servoskull as a sonic grenade.
>>
Are there any weapons that make you question why they exist or exist as they are?
>>
>>51953854
The first Only War session I ran ended in a TPK

>Weapons Specialist (Sword-fluffed-machete, because Rambo) charged through a wall of smoke
>All cultists on the other side had a few rounds to prepare and take aim at the first thing through the smoke
>Medic fails Medicae, Logic, and then a general Intelligence test to not inject the xenoplasm from a slaughtered mutant ("He seemed so good at healing, I thought...)
>Goes batshit
>Heavy Gunner is pounced on first
>Heavily wounded from fighting the mutant the first time
>Torn to shreds
>Sergeant pulls pins on two grenades and bearhugs the mutated medic
>Just enough damage to kill him, mutant is still standing
>Psyker fucking bolts
>Pulls a Scooby-Doo and swings out on a doorframe of an elevator
>Mutant charges straight over the edge
>Psyker wanders the spacehulk
>Goes mad and starves

Everyone was pretty pleased
>>
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>What was the encounter, fight, or situation that you remember the most, be it as a player, or a GM? What made it so special?
well, I want to say it was the time in Rogue Trader a Chaos Warband Leader Ascended into a Demon Prince midcombat with him.
>he was a Black Crusade Character from another campaign
> He finally killed his arch-nemesis, reaching 100 infamy
>he turns into even more of a murder-machine
>I'm playing a missionary with a power greatsword, pic related
>charge into melee
>Rosarius blocks every hit.
>truly the Emperor Protects
>>
>>51960823
Most of the guns in Lathe Worlds, especially the fucking plasma gun that is basically a very fancy bolter. I also strenuously hate shootas and sluggas being strictly worse than vanilla Imperial SP guns. FFS, give them a higher RoF, Damage, Tearing, Unstable, Proven, whatever the fuck, something. Not all of those at once, obviously, just make it make some degree of logical sense that some gangers and heretics might like using them beyond pure "This is a greenskin gun".
>>
My DH players have cornered a heretical techpriest (Somnius Halbrel, from Dark Pursuits) in an orbital station. What are some thematic heresy things to have, holed up in his last stand?

Aside from the little display room of dusty, red velvet cushions with twisted, leaden artifacts, I was thinking a larger-scale tech-heresy. Majoring altering the hull of the station to admit a heavily modded escape shuttle, profane tech rituals to shut down any external access/camera/airlock control to the area, etc.

Should I just fill in the gaps by describing how the fanaticism of his converted lackeys and the abnormality of his servitors?
>>
>>51960905
To what degree of tech-heresy?
>>
>>51960883
As a GM it was probably my last Only War game's ending
>Squad has spent the last year fighting Tau on a jungle planet.
>Space Vietnam
>Their transport crashed, and the Rogue Trader that they were working for abandoned them, having already gotten the artifact he was after
>last remnants of Tau resistance are slowly hunted down
>regiment is disbanded and given land to work
>Last image is the Krieger's gasmask hanging from a scarecrow over a field of wheat
>>
>>51960883
I've always wanted to play a Sororitas that throws herself into battle for a heroic last stand, and slowly go insane because she keeps surviving and disappointing the Emperor.

Do SoBs get the same corruption-becomes-insanity thing in RT?
>>
>>51960919
No one is playing as an AdMech, and 2 of the 5 have never played any 40k before (1 has, merely as that grenade-bearhugging Sergeant).

Subtlety is not the name of the game.
>>
>>51960905
you can do a lot with abnormal servitors
>one of the scariest things to a loyal tech-priest is free-willed machines, Men of Iron style
>>
>>51960962
Tech-heresy can range from not properly honoring the machine spirit to stuffing daemons into as many things as possible.
>>
>>51956723
>Inquisitor takes all the credit for the successful mission
sounds about right.
>>
>>51960985
As I've played it thus far, the heretek is really more into incorporating xenotechnology than warp shenanigans. An alien weapon or two in the display cases for them to covet seems too minor, and a Kroot mercenary seems too overt.

Actually, the Kroot thing sounds okay...

>>51960972
I'm naive for asking if there's any recorded stats for servitors besides the basic drone, combat, and repair ones in DH, right?
>>
>>51961056
Servitors equipped with xeno weapons like a gauss flayer on one.

http://www.40krpgtools.com/bestiary/
>Type
>Servitor
>>
>>51961095
Thank you. I am a fool.
>>
So how often are player characters likely to die/burn Fate points in Only War? I haven't GMed for it, but I have for Rogue Trader, Dark Heresy, and Black Crusade, and PC death can seem fairly rare.
>>
Respostan' as the last thread mysteriously died...
Daemon-world psyker player here again, just a quick recap since it's been a while...
>born on a Khornate daemon world
>every disappointing power result or just flat miscast adds minor/major doubts in his mind to his psyker-ness
>was doing really poorly, and taking to using slightly more chaotic effects as they felt comforting to him
>ie. asks in front of Inq and party for a bowl of blood to use Scrier's Gaze
>just before this mission now took Tainted Psyker

>we're on a garden world for political reasons
>supposed to be relaxing...
>of course we run into another Inq retinue and interrupt their mission
>they're known to be far less competent than us so we start taking over the reigns a bit
>next thing we're busting into a mansion filled with Eldar

>I can use my newfound Pyromancy, but it's all single target stuff and there are so many Eldar...
>fuck it, let's Dominate
>find I can just mentally slap these Eldar around
>gone from failing plenty of power tests and being useless to controlling half of the fight
>ohh no, this really isn't good...
>my character is power fucking hungry by the time we finish and take 3 Eldar back with us for interrogations
>one Eldar is being snappy at me as I gloat to them a wee bit
>Telepathic Link
>I break into his mind (yet again) and make some retort based on a remark he made, that he doesn't have the willpower to resist me
>aand I roll doubles
>everyone's breath is knocked out of them
>Eldar was shaken by me being able to so easily slip into his mind...
>then his demeanour changes as he feels the phenomena
>he mutters something in the Eldar tongue
>I fail my linguistics roll, just hear him praising my power
>our Interrogator succeeds: "You do not know the powers you mess with"
>Interrogator doesn't bother to enlighten me since I'm looking so happy

Whelp. The interrogations were a whole other story, things got pretty dark pretty quickly after that...
>>
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Does Black Crusade count for this thread? You guys like filthy heretics? Cool.

Been starting up games of Black Crusade with my players, they seem to have instantly fallen in love with being filthy Slaaneshi heathens, and all of the sex, drugs, and rock n' roll (and hair spray) that includes.

One thing I'm having trouble with though, is:
What would be the exact turning point of a Player Character being aware of what Chaos is enough to know more about who they worship, and what would encourage a PC that was previously a member of the Imperium to go full antag against the followers of that filthy, decaying corpse god?
>>
>>51961611
Getting Forbidden Lore (Daemonology). Lust for power, greed, revenge, etc. Remember that Black Crusade is also the game you can switch to when a PC in another line gets 100 Insanity or 100 Corruption.
>>
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>>51961789
Would someone craving for a father figure want to buddy up with Nurgle?
>>
>>51961920
If they didn't to the emperor first. People usually turn to nurgle out of a fear of death or pain and suffering from disease.
>>
A bit a tabletop RPG experience but first time Rogue Trader player here, being egged on by a GM who is really, really, REALLY into 40K.

Any pointers for rolling my first character and making my ship?
>>
>>51962925
Discuss with other players and your GM first.
>>
>>51962932
What that hell do I even discuss though

I know so little about the setting it's crazy.
>>
>>51962969
Everything.
>>
>>51962969
You might have to read Lexicanum if the GM's really not giving you the rundown on the setting. Or even If the Emperor had a Text to Speech Device on Youtube is alright.

Really though he should be sitting you down and just covering the setting kinda front to back, it's what I did for a few people once when they wanted to learn a new system/setting.
>>
What 40k RPG is best for ERP? I can't decide between DH, RT, and BC myself, with OW being a minor contender.
>>
>>51965945

OW has comrades so you can bring your own waifu with you.
>>
>>51966156

That's true, but it's harder to juxtapose erotic elements with the horrors of war than it is include them in spying/investigation missions, Rampant Debauched Capitalism, or Daddy Issues + Cocaine Addiction: The RPG.
>>
>>51966195
>Daddy Issues: The RPG

Is ADB making a new sourcebook?
>>
>>51966353

It may just be me, but all the games of BC I've been in have been FILLED with IC daddy issues, even for the non-marines.
>>
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>>51953854
Alright folks, I'm about to run my first proper session of Dark Heresy 1e (or any 40k rpg) later today. I'm not new to GMing, but I am new to the system.My question to you is:

What things do first-time DH1e GMs and players forget most? What do you wish you had remembered/known about the rules when you were starting out? What nuggets of wisdom can y'all pass down?
>>
>>51967792

Keep track of all expenditures of anything on scratch paper. A player (and character, for that matter) with accountancy skills is vital for a successful inquisitorial acolyte cell.
>>
>>51967792

Situational modifiers. Have the list of actions available to you so that players (especially first timers) can know exactly what they CAN do. Remember that everyone gets a reaction a turn they can use to dodge or parry to keep them from getting dead. As a GM, have a list of random names and halfassed plot threads, becasue if there is one thing I have learned playing DH, it's that your players will take the most unexpected route to try and find information no matter how much to clobber them over the head with the "right" path they should take so it's good to be able to come up with throw away NPCs and situations on the fly easily.
>>
How well would a BS focused Weapon Specialist handle being dropped in Dark Heresy v2?
>>
What does unnat sense in DH2e actually do for you? Is there any advantage to it?
>>
>>51967917
>>51967984
Many thanks to both!

On the note of Accounting, I was thinking of using gaming stones fro ammo counters and such. Is there a better way to do that?

On the note of combat actions, I've got the GM's screen, and two corebooks to go around. Sounds like I should swing for at least one combat-actions printout?
>>
>>51968170

If you've got someone with a las weapon, gaming stones will take up most of hte table. Just keep track of it by hand; if you have to, make an 'ammo counter' printout, label it, laminate it, and have a paperclip you move down as ammo is expended.
>>
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>>51965945
Black Crusade, with everyone being a follower of Slaanesh.
>>
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>>51968170
Depending on the gun's ammo capacity, you could always use other dice. 6 ammo in each clip? Use a 1d6 to represent ammo count, and tick it down from 6, to 5, to 4, etc.

Alternatively, you can always use flat tokens that can just be shoved in a small bowl or tiny cup. Just start removing tokens with each bit of shooting in to another container. At least that way they won't be all over the table.
Or just use tally marks on a paper, if you're really low-budget.
>>
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>>51968249
Many thanks for your wisdoms!
>>
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>>51968413
And to you, fine servant of the Emperor!
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>>51964755
>>51966556
>>
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>>51968535
>>
>>51968323

Now, would anyone run such a thing?
>>
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>>51968753
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>>51968753
Who indeed
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>>51968841
Is that an offer anon?
>>
>>51968874
Seconded morbid curiosity
>>
>>51968916
Ah, partly a pity; but i'm glad to have aroused your curiousity, anon. I'm always looking to pique people's interest in things; it's not easy to do so, but I never shy from taking the long, hard route--alas, if only we could see the treasure at the end, but without a GM it's merely fantasy.
>>
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>>51968874
>>51968916
>>51969007
Unfortunately, I am already running a game, otherwise shenanigans could happen. But that's no reason why you can't delve in to the wonderful world of Slaanesh yourself! Be the one to do the thing!

Nothing can go wrong at all with this plan.
>>
>>51969007
>>
>>51969082
Yegods, I have one recurring game on hiatus, just starting up my first run of DH, and another game on a rotational when-people-want-it basis.

Not to mention the four others I'm scheming. I'm afraid my dance card is full
>>
>>51969118
Good man for picking up the slack, at least.
I've actually got two games of Black Crusade going, and thinking about merging them at some point.
The groups are rather far apart, however - one's in the Koronus Expanse, and the other's somewhere in the Calixis sector, IIRC. At the very least, one group has access to a transport voidship - fully stocked with fancy cheeses, wine, and servitors, of course. So it could turn in to a single group campaign at one point or another, shenanigans or that-which-must-not-be-named withstanding.
>>
>>51969163
That's some damn fine work!

Also I maybe have like... three other games I also play in so like... is less me taking up the slack (though it is a little of that) and more like... Holy bazongas we play a lot of RPGs in retrospect...

Also, that's a hell of a supply for a player party that aren't Rogue Traders! How did they come to be so wealthy?
>>
>>51968119

Aren't DH2e and OW fairly comparable in terms of character power, save that OW has an advantage in combat and DH2e has an advantage in noncombat and psykering?
>>
>>51969212
We are using some Rogue Trader rules here and there. Only War's a pretty valuable asset for the vehicle rules, too.
There is a nice book for Rogue Trader as well, called Into the Storm, that has information on flight combat and spacecraft as well.
Truth be told, they may be expected to hand back the ship at some point as it's given under the pretext of a temporary borrowing, but we'll see what happens.
>>
>>51969118
>>51969082

Yeah, I run two games already, I don't feel like I could run a third; I'd really like to get away from foreverGMing, in general.
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>>51969262
I believe that Only War is considered the lowest character-power game in the fantasyflightgames line. You are pretty much just an Imperial Guard, aka a meatshield for seven-foot-tall dudes in human-shaped tin cans.
Of course, depending on your regiment, your players' level of power can scale from:
"I'm literally just spamming flashlights"
to:
"HAHAHA BASILISKS EVERYWHERE!"
Has anyone ever run an Only War campaign with an artillery regiment? Is it as hilariously entertaining as I dream it could be?
>>
>>51969297
Hold on, who did they "borrow" it from?

Also what class of ship are we talking here?
>>
>>51969457
>Most of the game is about having tea and giving eachother sass
>At one point the line breaks and everyone dies during a horrific night attack because none of them are trained in frontline combat. Glorious victory
>>
>>51969459
They got on the good side of a Rogue Trader, mostly through a lot of lying and a lot of not-lying.
It's not an extremely well-off ship, I wouldn't consider it to be anything good to fight in. It's mostly just something to get them from point A to point B, and also most of the servitors are just for the Apostate who has high fellowship and plenty of experience shoved in to multiple instances of Lesser Minion of Chaos.
They're playing a semi-covert approach to disciples of chaos, as opposed to busting down the door and shouting "TIME FOR MURDER AND COCAINE!", so there's some level of interaction they can actually do with members of, or people working with, the Imperium without getting immediately hunted down like the filthy heretics they are.
At least until the mutations kick in, or someone bursts in to that-which-must-not-be-named.
>>
>>51969526
Very exciting! Also glad to hear tales of a Black Crusade game with a bit more nuance. I've had a lot of hesitation to look into it mostly because I was worried that it would only be murderizing and cocanium
>>
>>51969526
Is it odd that I would that heretic?
>>
>>51969647
Well, after all, some of the time a Black Crusade campaign starts because another campaign went terribly wrong and now everyone's a corrupted, insane asshole.
A previous campaign I ran in Only War, the player playing as a Sergeant was talking a lot about overthrowing the Imperium to put Catachans on top and rule everything. (Catachan regiment.)
I had a Black Crusade book ready when they inevitably became corrupt assholes. How deep down the rabbit hole do you want to lead your men, Sergeant?

Also, if your players are playing Disciples of Chaos (standard human types) instead of Chaos Space Marines (all the subtlety of Khorne in a butcher shop), they can do a lot more social interaction and covert play without drawing so much atttention to themselves.

I personally prefer Disciples of Chaos over CSM in Black Crusade, if mostly because you can actually have good roleplay with normal humans. CSM tend to be specialized for combat, and little else. Usually.

Also I'm running out of safe-for-work chaos to post, everything else is very Slaaneshi. Anyone got more Heretic art?
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>>51969799
>>
I need stats for guard dogs/rabid mutts. Do we have any?
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>>51969977
Canid
Traits: Bestial, Natural Weapons, Quadruped

WS: 30 BS: - S: 30 T: 25 A: 30 I: 15 P: 30 WP: 15 F: 10

Adjust as necessary if too strong/not beefy enough.
Pg. 139 of the Black Crusade book mentions Canids, which are basically just dogs, as lesser minions, but also follows up on the next few pages on traits. There's always giving it the Multiple Arms trait for a mutated dog, allowing it to do more natural weapon attacks in the form of clawing.
Hell, give it Undying too so it can SURVIVE IN THE VACUUM OF SPACE and hunt down your players.

Wait, what are you using these for again?
>>
One thing I'm running in to trouble a lot with lately is fighting ranges. Since everything is determined in meters, and weapons can have ranges around 100m, and then be able to TRIPLE their range with appropriate penalties, how do you manage this on a gridded format? Have really big maps, or have every square count as 3-5m and still find a way to make melee combat work fine with this?
>>
>>51970458
That is wrong. You can quadruple it.

Have maps that depend on where they're fighting. Sometimes it is close, cramped rooms and corridors, sometimes a large battlefield, maybe the inside of a grand temple or a church.
>>
>>51970853
So does this mean most in-door combat is gonna be 1m squares, and a lot of short/close range bonuses for everyone?
>>
>>51970948

close quarters combat is a fast, bloody, messy, deadly affair, so that's just realistic.
>>
>>51970948
If they're in non-highclass bedrooms or such, yes. Ranges up to 30m with various objects and furniture to use as cover with corridors going up to 80m or more.

Remember how the Imperium of man builds things.

Also make sure your players remember the basics of CQC and get a melee attachment for their weapons or a melee weapon.
>>
>>51971008
How should outdoor combat be handled, where there may be larger open space, or someone may be attempting to snipe extremely long distances?
>>
>>51971076
Is it "outdoor" on the inside of a hive or properly outdoor where you can see the stars? Is it a commercial or residential district with lots of tall buildings and probably long stretches of walkways and roads?

Depending on where you live, you can look outside and at local maps for inspiration and insight.
>>
>>51970458
I don't use a grid for long ranges. I just keep a note of the rough distance between the combatants. If they're at 300m, it will take at least 8 rounds at a full run before anyone gets close enough for exact distances to matter. Assuming they don't die closing the distance, just move to a grid once they're about 50m away.
>>
>>51971233
Cheers, mate. I'll keep this in mind.
>>
>>51971008
Or ditch the melee weapons in favour of pistols!

My favorite part of Dark Heresy is how viable a pistolero is.
>>
DH2 question: how would you change the adepta sororitas background special ability so as to not make them immune to corruption, but still keeping about the same level of usefulness (or a little less)?

I'm asking because it really feels off that people can be immune to corruption, even Sororitas. Add to the fact that a Battle Sister gains actual bonuses from insanity, it becomes just too good.

For now i was thinking keeping somewhat a resistance to corruption, like reducing the amount gained by 1 every time, or make them utterly immune to mutation instead of corruption in general... But i'm not sure, they feel a little underwhelming.
>>
>>51972616

Have you tried actually using it before making changes based on nebulous feely feels? FFG probably made that their theme.
>>
>>51972799
Yes i did, not seen a battle sister in action, but an adepta sororitas character yes, and that "nebulous feely feel" hit very hard, as a very strong theme of DH is "you either die or live long enough to become corrupted". So i came asking for advice, not for a patronizing comment drenched in misguided assumptions.
>>
Anyone got any examples of Daemon Weapons.Items they've made for games, stats and info included?
Bonus points for custom artwork for them
>>
>>51972616
'Replace Incorruptible Devotion with Hardened Soul' would be the obvious answer.
>>
>>51973090
Yeah, i guess that can work
>>
>>51973090
Thanks
>>
I'm running my first only war game this weekend playing a regiment specialising in operating behind urban siege lines. Any advice that I should keep in mind?

We were also thinking of ditching the comrade system as the players dislike it, does this break the system too much?
>>
>>51973565
Why don't they like it?
>>
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>>51973565
The Comrades are mostly there to provide support for allies, such as helping to brace weapons, or keeping a belt-fed weapon going, or even just servitors for the techpriest to aid in tech use skills.
They can be very helpful for players, and the types of commands they can be given (albeit sometimes limiting) helps solve some rudimentary problems.

However, I can see getting rid of it to some degree. Some archetypes lean on it more than others, but they can be ignored if necessary. If anything, you can just bring in comrades whenever. There's no real issue to having reinforcements show up to fill in comrade slots if it doesn't work leaving them out.

As for operating behind urban siege lines? Any building can be a potential trap, any high window can be a fortified sniper position, and a tank barreling down the street is instantly potential cover, or a potential disaster as it could easily take down plenty of housing around it.

Consider a good use of motorcycles and walkers, as well - the latter in more areas loaded with rubble where difficult terrain doesn't really impede their movement. Giving this to the players or the enemies is up to you. A walker with a flamer attached to the underside and a heavy stubber on a 360' gunner seat can be a great, challenging fight to throw at a party if backed up by a couple of snipers in some windows, or a couple of dudes hiding behind cover with autoguns and stub revolvers.

What are you planning on having them fight? Ork invasions? Filthy heretics, or traitor regiments? The first landing zone of a Tyranid swarm tearing ass through a city? Genestealer cults?

Also, jump packs might be good for maneuvering through downed buildings or rooftops too.
>>
>>51973565
>>51973904
On another note with this as well I forgot to add, try watching some movies like Saving Private Ryan and pay attention to the segments when they're traveling through urban environments. I'm sure there's other movies that might have these types of urban combat scenes to give you ideas. There's certainly plenty of games that do this, too, especially 90s' - early 2000s' WWII games.
>>
>>51973904
>IG having jump packs
Nice joke.
>>
What's a good starting capital ship for a new Rogue Trader that will be seeing a lot of void combat?
>>
>>51973951
Pg. 201 does mention Grav-Chutes, which I suppose are only for doing safe-falls as opposed to actual jumps - but there were some VERY early examples of IG using jump packs way back in the day. And I certainly do mean back in the day.
>>
>>51974030
A departmento munitorium friendly way to give troops the ability to maneuver though downed buildings and getting on to rooftops is the Common grapnel and line as opposed to the Rare grav-chute. As an extra advantage, the guardsman doesn't need special training to use it effectively.
>>
>>51974070
I can just imagine IG rappeling down a building SWAT style, breeching through a window and turning a room in to a laser light show.
>>
>>51972901
>a very strong theme of DH is "you either die or live long enough to become corrupted".
Thing is that SoB are consistently portrayed in fluff as immune to corruption. Not resistant, immune. There are loopholes, like Chaos Hitler in Ciaphas Cain who dominated them using warp-magic (And they promptly blew their own brains out the second they got free of that), and a major Daemon Prince is explicitly the only Battle Sister to embrace Chaos, the entire Bloodtide incident, etc. Repentia blur the line a bit, but overall, SoB are consistently portrayed as immune to corruption or nearly so as a main theme.
>>
>>51974118
There is the Common clip/drop harness that gives a +30 bonus to Climb and prevents the user from falling, but only goes down whereas the grapnel and line lets them go up and down.

Also,
>Light show
>Not pyrotechnics display
Purge and burn.
>>
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>>51974175
I suppose you don't need to breach through a window from the roof if you just burn down the entire building with Heavy Flamers.
>>
>>51974291
Superior imperial structures can easily endure xenos and heretics burning within them and emerge standing but in need of internal clean-up.

Unsure if I should post the mining colony/close assault regiment I made that specializes in breaking buildings and killing things in them. I have only crunch for it.
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>>51974338
I would be very interested in that regiment.
>>
>>51974375
Like I said, pure crunch.

Talpidae Metal Moles
Mining/Choleric/Close Assault/Close-Quarters Battle/Sappers/The Few

Characteristic Modifiers: +3 Agility, +3 Perception, +3 Weapon Skill, -1 Intelligence
Starting Skills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Security, Trade (Technomat), Tech-Use +10, Dodge OR Parry
Starting Talents: Heightened Senses (Hearing), Rapid Reaction, Technical Knock, Combat Master OR Double Team, Resistance (Cold) OR Resistance (Heat) OR Resistance (Poisons)

Standard Kit: 1 Combat Shotgun +4 reloads (Main Weapon) with chain attachment, 1 suit of light carapace, 3 frag grenades, 2 krak grenades, 1 mono knife, 1 lascutter, 1 photo-visor, 1 respirator, 1 grapnel and line, 2 weeks rations, 1 dose of poor-quality recaf
Favoured Weapons: Meltagun, Heavy Flamer

Tunnel Rat: +10 to Awareness and Navigation (Surface) when underground
Unaccustomed to Light: -10 to Perception and Awarness in full daylight or bright artifical light
Additional +10 to BS tests at Point-Blank Range
+10 to Tech-Use/Trade (Technomat) to assemble/disassemble structures
+1 Wound

Metal Mole combat shotgun
Basic; Range 30m; RoF S/3/-; Damage 1d10+4 I; Pen 0; Clip 18; Reload Full; Scatter, Felling (2)*; 6.5 kg
*Only within Short Range
Piercing, Durable, Rare Model

The most I have is for fluff is:
Breaching buildings from above, below, or the side with lascutters and killing in while also clearing buildings of traps and reinforcing buildings for allied troops to move though.
The Few stemming from being too late to stop a heretical cult from detonating explosives, causing a hab block to collapse and subsequently cause the regiment to take immense losses.
>>
I am curious if anyone is still around from a few days back and still wanting that Technomancy psychic power tree
>>
>>51975034
I wasn't, but I'll take it anyway if you have it.
>>
>>51975769
It took me a fuck long time to craft it for my Only War game, but I think it helps. The two psykers in the squad like it. I don't know any better place to share it other than Google Drive, so this works for now.
https://drive.google.com/file/d/0By5wFF2uMGA0cGt4RFRuVVF2aEk/view?usp=sharing
>>
>>51974338

Promethium can't melt plasteel beams?
>>
>>51975898
They can if the plasteel was made by heretics.
>>
>>51975913
Or if it was made OF heretics.
>>
>>51975998
How slaaneshi.
>>
>>51976008
>How slaaneshi.
Son, are you implying that building a tower out of the bones of captured heretics by throwing them into the framework and then filling it with molten plasteel while they're still alive is not loyalist as fuck? If so, good news, you've been reassigned to construction duty!
>>
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Anyone interested in more shitty OC drawn for my players?
>>
>>51976679
>Using heretics as building materials
That is pretty heretical. Who knows what sort of taint and corruption you then introduce to the building and by extension everybody who enters said building.

The pure should have their remains entombed within the plasteel so that their faith further girds its walls against the enemies of the imperium.
>>
>>51976831
Are you posting for the benefit of people who might appreciate OC, or to fish for compliments and further requests?
>>
>>51976902
Shit, honestly the second. My bad.
>>
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So I was poking around on some homebrew site ( Rollforheresy.net ) for the curious, and I came across a war ritual mentioning "Tech-Witches."

I love the idea of a sorcerer/psyker blending the lines between mysticism and the machine, but I'm not sure where to take it. What would be some good stuff for a Tech-Witch to do? How could their heresy trigger an Inquisitor instead of the Mechanicus after them? How could the Dark Powers of the Warp enhance a machine into unholiness? Fluff and mechanically wise, how could that be represented?
>>
Does anyone have the pdf/link to that perils of the warp table with results based on psychic discipline? Can't find it in archived threads or by googling.
>>
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>>51977501
I don't have it, but that sounds quite nice. Seconding a request for it.
>>
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Hey /tg/, I finally managed to finish Bloodborne, and like the horrible person that I am, I want to combine the themes into a 40K game. (I felt you guys were better than making a new thread, but depending on interest I could make one.)

Basic idea at the moment is the PC's come across a world/hive/city/other location that has some surface problem that, as the PC's delve deeper, was caused by too much exposure to raw Chaos stuff. Friendly faces or safe locations are few and far between, and the players risk their very souls if they follow the foolish footsteps of those who learned too much.

Though, what could that first problem be? An outright heretic uprising seems a little too obvious, but it should be clear that things are flat out WRONG.

What set-pieces could be included? An Adeptus Mechanicus shrine where the priests wired themselves into an unholy mass of flesh and circuitry so they could calculate the incomprehensible? A Ministorum shrine where the Ecclisiarchs are lost to purging, putting all to the flame without thought? What places could be safe? What places could seem safe, but turn out to be a deadly trap?

Perhaps my biggest question is how to manage the slow realization of how deep the corruption truly runs through the center of everything. Anyone have any ideas?
>>
>>51977501
>>51977533
It was in the closed beta version 1 rulebook.
>>
Anyone have any good builds for an Untouchable in 2E? I'm having a really had time coming up with a Homewold/Background/Role combo that gives me the right aptitudes to do what I want. I had wanted to go with a sort of specialist/rogue that would be useful during an investigation phase and be a dedicated psyker killer/shield the party in combat.

I've found that Voidborn/Navy/Assassin is a glorious combo for the skills half of the build and also lends to picking up some combat related talents as well, but is meh for the Untouchable half. Even with a my starting WP of 43 it will take me 1400xp to pick up what I think are the two "mandatory" talents for Untouchables.

All the builds I've found that do lend well to the Untouchable class are pretty shit for skills and only really lend to a combat heavy character, of which there are already 3 of in the party.
>>
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In the future in my campaign, I'm going to be running a villain inspired by pic related. He's one of Fabius Bile's "New Men" and posing as a Rogue Trader. While I've got a pretty good idea of his personality and how he fights and handles problems, I'm trying to think up some lackeys and minions to fill out his crew. He's in cahoots with a powerful Phaenonite Inquisitor, and has a pretty wide range of criminal contacts as well. Any suggestions you guys have for npcs to flesh out his command staff would be appreciated. I'm looking for muscle in the form of body guards and assassins, but also ideas for things like his advisors, negotiators, personal physician, etc.
>>
>>51977488
The AdMech are going to come after you regardless if you start acting outside of their proscriptions. The Inquisition will only really get involved if they find out you are messing with Xeno tech or Demonic artifacts. Such a character might be trying to increase their own psychic power using these heretical items or using them do develop some sort of psychic weapon or maybe you are using various tech to open warp portals for some sort of DOOM-like portal teleportation system. Willingly infesting machine spirits with warp energies to create a sort of AI construct. Hell, a lot of Heriteks don't see themselves as evil or even allied in any way with the Ruinous Powers, just more willing to take risks that might lead to weapons/breakthroughs that could help humanity. Not their fault most of them get driven insane by their own work which leads them to do even more drastic and off the walls shit...ok well maybe it is.
>>
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>>51977873
I like the idea of tech opening warp portals. Lots of potential for FUN in there. Thanks!
>>
How many daemon weapons is too many to have?
>>
>>51977959
One.
>>
>>51977967
Not 4?
>>
>>51977777
2e has a lower starting powerlevel, so that sounds fine. Combat characters for example generally have to start off without Combat Master and a couple other talents I'd consider necessary, everyone tends to start off a bit short of what they "need". You'll be surprised at how quickly you get that 1400xp anyway.
>>
>>51978603
At least it isn't as bad as 1e starting characters.
>>
>>51977533

> shork
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>>51953854
>Decide to run group favorite game of DH
>New guys in group, very familiar with 40k but never played the rpgs before
>We start off, and the party is rather large so they split up to cover more ground
>Psyker, Techpriest and some other guy go one way while rest of the party go on another
>Techpriest is the new guy, roleplaying very well and staying in character good
>Psyker is my friend, good player but prone to overreaction and escalation
>Their half of the party are going around the forge world gathering intel when the Techpriest is stopped by two others
>It appears that the other party members look like they're set to become servitors and should get escorted to the brain surgery area
>Non-tech players become concerned
>Psyker starts freaking out
>Techpriest is about to pull out his id and say that it's all good they're with him (This would have worked)
>Psyker cuts him off, screams "NOO. I AM NOT GETTIN LOBOTOMIZED"
>Grabs techpriest and other player, throws them into a nearby vehicle, holds the tech hostage with a flame grenade
>Tells other player to drive off quickly
>Other player fucks up his drive roll, car is to a massively shakey start
>Psyker drops his flame grenade and it goes off
>Massive damage to everyone inside the vehicle
>Driver jumps out the window and puts out the flames he's on
>Tech and Psyker in car are roasted alive, but still hanging on
>One of them reaches critical wounds and all his ammo cooks off. Sadly he's got more grenades on him
>All the grenades go off
>Everyone burns even harder and die, setting even more ammunition off
>The vehicle finally explodes, finishing off the two players for good
>Third member of their party is slightly singed, and is just awestruck at the crater they left behind
>This was literally ten minutes into the game.

Despite how it sounds, and my pic(the tech looks a lot like himl), the two players loved it and always bring it up.
>>
>>51960937
unfortunately no. I used the Missionary career for my feudal-worlder SoB, which grants the ability to ignore both corruption and insanity and fear for an encounter.
>>
So guys, my crew has a problem.

A while back we ran into some Rak'Gol. We made the jump to FTL before they could get use, but a few boarding pods got through and we had to slay them. It took over 300 soldiers to kill 20 of them but we didn't get them all. Fortunately for us, the Magos isolated them to a part of the ship and pulled vacuum. We left it like that for a few weeks and assumed the things died in the vents after we searched literally everywhere for it.
However, the engine room has just gone silent and the security system shows a whole 10 of them craving their way through the ship before they cut the power. Least one of them is a psyker.
So we're in the Warp, the emergency Gellar Field is only holding because we have back up generators, and the ship only has life support and the Gellar Field.
Unfortunately the Munitionorium went into lock down the moment the power was cut and we can't power it back on since someone cut the power supply. We only have lasguns, a couple bolters, power swords, and a single plasma pistol.

Do you guys have any recommendations?
>>
>>51975886
I found the original and updated it a bit in the spare time I had. Anyone got any balancing ideas that would fit for a Technomancy Psychic Power Tree? It is designed for Only War btw.
https://drive.google.com/file/d/0By5wFF2uMGA0dXA3dHY1eUFMZXM/view?usp=sharing
>>
>>51977662
I have entertained this idea before, and I submit for your consideration the following: The perfect in-universe plot for Bloodborne inspired happenings is none other than the Tyrant Star

It is only vaguely defined, allowing for a variety of interpretations, but it definitely brings, chaos, mutation and general mayhem upon its arrival.
It covers the planets it visits in permanent darkness for its stay, for it replaces the sun itself with its own baleful, black visage.
Heralding its arrival, rising conflicts and outbreaks of madness, as well as visions of the black star itself in dreams, reflective surfaces and sometimes even the sky itself plague the unfortunate world.

If all that isn't the perfect setup for a Bloodborne-style murderous ride in an entire world gone mad, then I don't know what is.
>>
I've read that Black Crusade's pyromancy discipline is just hot shit, but why is it so bad and is there anything good?
>>
>>51979216
Pray to the God-Emperor

Have a lot of meat shields at the ready
>>
>>51972901
Woah man. You don't have to go 120% defense when he asked if you've simply tried it over the course of a campaign.

Personally I wouldn't change a thing. In a setting where their belief can turn into literal magic (See true faith), much like the orks, it makes sense that they can have literal immunity to corruption.

This also lead the Grey Knights to harvest their blood for double-immunity do deamons.
>>
I need some advice, /tg/. I'm in a DH2.0 game, playing a Sorortias--a sister famulous to be precise, of the Order Sabine. The acolyte cell's been hunting a rogue psyker for some time now, and almost had him cornered; he is apparently sworn to nurgle and slaanesh given what we've seen him do in the past. We caught him on a Feudal world; acting as a court advisor to the world's high king. He managed to escape despite our best efforts in a hidden gun-cutter; we know he hasn't left the system yet, thanks to our techpriest's and psyker's vigilance and monitoring of the system edges with our own guncutter's sensor arrays.

The problem is before he escaped, he screamed a curse of 'fecundity and lust' at the nominal leader of our group--me. We've been in system about two months after that, and long story short, the group's medicae has confirmed my Famulous to be pregnant. Given the character has a vow of chastity she follows, this is either an emperor-blessed miracle or the result of the rogue psyker's curse.

Current thought is a bolt-and-flamer abortion and burning a fate point, since the Techpriest's been wanting someone without legs to do his techpriest things on for awhile, but our medicae thinks that is a little overkill. We certainly don't want to *keep* the child, though the priest is practically begging us to do so until we can verify the origin of it. Other ideas, /tg/?
>>
>>51953854
I'm looking to flesh out a regiment I've been working on for a while. Criticism welcome.

Sergian 1st - Liberators
>Home World
Schola Progenium
>CO
Maverick
>Doctrines
Grenadier
Snipers
Hardened Fighters
>Drawback
Honor Bound
>Additional Kit
2 Frag Grenades, Krak Grenade, Autopistol (2 Clips), Stub Revolver (2 Clips)

[RECORDING FROM SERGIAN 1ST REGIMENT TRAINING BRIEF]
"Alright, alright kiddies. Quiet down. I said, quiet. Throne damnit (GUNSHOTS - ANALYSIS INDICATES SERGIA-PATTERN STUB REVOLVER). Next time you brats ignore me, I won't bother missing. Now that I have your attention, allow me to welcome you back to civilization. I hope you had a nice time on your vacation to sunny, swampy Sergia IV. Now that you've all made it through the preliminary training, you'll get to the FUN stuff. Oh yes...you aren't just going to hit the dirt here, kiddies. You're going to hit the books. (AUDIBLE GROANING). Guardsmen, I did NOT give you permission to bitch! In case you didn't notice, you're with the 1st now. Whenever a line of conscripts need fire support, YOU are the ones they will send. Whenever an officer gets shot, YOU ar ethe ones who will take their place. Whenever the knife-ears try to raid us, YOU are the ones who will drive them off. You're the toughest, smartest, meanest bastards in the entire damned sub-sector, and you will damn well ACT like it. Don't bother bitching at me, just cause you're too LAZY to use that thing between your ears, kiddies. I've been there, done that, and by the throne I'm glad I did. If I were to die today, I'd die knowing I spent my life protecting the Imperium and her people. Growing up around Sergia taught you how to be a soldier. Now, we'll teach you how to be a liberator. Remember, kiddies...when you're in the 1st, you ARE the reinforcements. We'll make you the best, or kill you trying. See you in class, kiddies. Dismissed.
>>
>>51981845
Forgot to add favored weapons.

>Favored Basic Weapon
Grenade Launcher
>Favored Heavy Weapon
Mortar
>>
>>51981463
Commend the unborn's soul to the Emperor, and terminate it.
Destroy it, do not allow the techpriest to "study" it, the risk is too great.
>>
>>51982182
Well, the intent was never to let the techpriest get his grubbly machine-hands on the fetus; rather the idea that, given the potential issues of a standard abortion if the child is warpspawned, any option we take is likely to leave my character missing roughly half her body mass.
>>
>>51982263
Assuming the creature is sapient enough to do such a thing.
Even then, needle+poison=ggnore
>>
>>51982290

I suppose we'll try that first.

One option we haven't quite done yet is having the Psyker attempt to reach out, telepathically, to the fetus. Should we bother? It could go well. Or it could kill us all.
>>
Around what rank would an Admech under an Inquisitor be? I am about to start playing in a DH 2nd ED game with an Admech Chirurgeon. The plan for him is to stay out of combat and make lots of servitors. Anyway I have him fluffed to be a Magos Biologis that studies Tyranids. But I am starting to thing being a Magos may be to high of a rank to make sense. So what would make more sense with still having that Tyranid knowledge?
>>
>>51982830
>Around what rank would an Admech under an Inquisitor be?
No rank, it's a completely different organization.
>Magos too high?
Yes, it is. You need to earn distinction, not say its a part of your backstory.
>>
>>51982898
>No rank, it's a completely different organization.
I know, but a Tech-Priest attached to an Inquisitor?

>>51982898
I figured that, just was wondering what would make more sense.
>>
>>51979585
You guys gotta have a better recommendation that throw men at the murder monster till it dies.
>>
>>51982951
Inquisition != Adeptus Mechanicus.
What it does do is give you a free license to explore and do more shit without oversight or competition.
>more sense
You are a ranked Tech Adept.
>>51982952
Use servitors, instead. Have them crawl the hallways, and set up redoubts with heavy flamer tarantulas to hold choke points.
>>
>>51983005
>Use servitors, instead. Have them crawl the hallways, and set up redoubts with heavy flamer tarantulas to hold choke points.
They can permanently disable machines with their psyker powers.
>>
>>51983018
Can they do it en masse, and without line of sight?
>>
>>51983085
They can repeatedly do it, and I have no idea.

Either way, we don't have sentry guns and if we did they'd be locked in the munitionorium with the rest of the explosives.
>>
>>51983005
That makes me a regular Tech-Priest correct?
>>
In DH2, would it make sense to have a character with the Exorcist background package, then their role be a crusader?
>>
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>>51979216
>>51979216
IF you can drop back into real space, do it. Slam all distress beacons to maximum, get the astropath begging for help from anyone who will listen.
Ten Rak'Gol is pretty serious. Plasma pistol might be your best shot, but do you have any Navigator/Psyker pcs to even the playing field? Maybe you can use some of your red shirts as bait and spring a trap. If you have someone with medicae/chem use, consider whipping up some sort of anit-Rak'Gol toxin or acid. You did save some specimens right?
Also pray. Pray hard.
>>
>>51983738
Have a RT, AM, an astropath, a techpriest, and a void master.
Astropath is having difficulty using powers cause the gellar field is up. He's only Psy rating 3, but the Rak'Gol psyker is like PR 10.
Magos is having difficulty figuring out what other than guns hurts the fuckers. He's more worried about them corrupting the ship with radiation to make it more breathable for them. Luckily he was on the bridge when the ship lost power.
Unfortunately for us the controls to drop into real space have been depowered so we're just sitting in the Warp. Navigator says we're all clear for now but he says not to waste more time than necessary in the Warp.

Short of the Eversor Assassin we picked up for the Inquisition, we don't have anything that can take these things.
>>
Since I'm a sucker for OSR modules, anybody got advice on running this one for level 1 Dark Heresy (1e) group?

Especially how to make the Black Knight and the Goat frightening without making it a Space Marine and a Daemon.
>>
>>51983815
I only see one viable option here, and it is a recipe for FUN. Try to funnel the Rak'Gol into one area by closing off bulkheads. Wake up the Eversore and do the same with him. Holo the whole thing and then sell the vids for profit later.

If the Eversore is able to rip and tear his way through the badies, all you need to do is lower the temp o the area and maybe partially depressurize it to get him back asleep. If they manage to kill him, he should have at least weakened them a good bit for you.
>>
>>51983886
That was considered but there may or may not be an anti-tamper bomb on it. We're not sure on the specifics yet as the techpriest botched the roll.

We did have the idea of using the stasis hold we have to capture one, the RT thought getting a stasis field hold would pay off in the end. But now, now we're not so sure since we don't have the power to turn it on. Running plan is to pull them out of the engineering section and have an army of techpriests restart the power. Not sure how well that will work though.

I'd really not rather let out a fucking Eversor Assassin, the Inquisition is already on our asses after we accidentally blew up a planet.
>>
>>51983947
Well you are in quite the pickle then aren't you?
>>
>>51984280
Considering that there's a fucking mutiny possibly beginning to try and sacrifice the Rogue Trader to the Rak'Gol to appease them, yes. The crew is bat shit terrified of these fucking things.

Good thing we declined the Marine Errant's offer to work together so we'd have a squad of Marines on the ship...
>>
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>>51979530
That does indeed sound perfect! Is there anywhere I could read more? You also mentioned thinking up something like that yourself, any cool material you've come up with for it?

I think the setup could cross game lines pretty easily. Rogue Traders doing what they do planetside when the Star hits, locking them in a Hell Bubble. DH Acolytes investigating some of the vanguard incidents before it all goes to hell. Only War troopers on R&R... Deathwatch sent in after the fact for RIP AND TEAR.
>>
>>51983595
Yes.
>>51983705
Quite yes.
>>51984372
May be well served pulling some strings and getting a contingent of mercs to flush them out, or even Scions of you know the right people.
>>
>>51986276
He's stuck in the middle of the warp. Might as well try to open communications with them, and threaten to overload the Warp drive and blow you literally all to hell unless they stop messing with the ship.
>>
>locked down a possible location of the heretic's primary fortress, underground base built into a desert island
>myself, an 80 year old cheeki breeki feral world guardsman unsactioned psyker, and a 23 year old, also cheeki breeki, smart mouth assassin, drop in first to recon
>have some dust ups, but find armed men on patrol
>try to flush them out
>assassin sets up a signal jammer, they go to high alert and fall pack
>fails to distract them with a thrown rock, gets spotted, 2 engage
>he dices up one, engages the next
>gets stunned because no head armor (!!!), possibly killed
>Meanwhile, I drop my gear pack, set up our locator beacon, and manage to scale a cliff face to get behind a squad of 3 watching the door
>ANOO CHEEKI BREEKI, UV DANKE MUTHAFUCKERS
>dice 1 quickly, round on the other who dead man triggers a frag when he gets chopped up
>dodge the blast with ease, look for the third man, he is running into the base
>door is closing
>sprint in behind him
>session ends
>Now alone in the enemy base on high alert
>against possibly dozens of capable troops
>only gear is my sword, a knife, a bow with 8 arrows total, 6 grenades, 1 bolas, a garrote wire, stummer, autopistol with 1 clip, 3 pouches of crushed salt, grapnel, photovisors and synthskin
>heretics are followers of Vandire's creed, trying to recreate a bootleg Emperor from a cardinal, a relic of a saint's blood and shitton of psykers
>my pc is a Thorian, isn't sure if they are actually the bad guys for doing this
>lotta unintended feels
>feel guilt about leaving the boy to die for the sake of the mission
>to my pc's mind, the entire mission rests on an old man too tired for this shit and misses his grandkids
>Mission Start
>"Old Snake" begins playing
The GM has managed to find a way to strike at the faith that buoys my character. It's not often you see heretical Thorian sects in play, usually it's some manner of killmaimburn for the blood god that makes it easy to play Us > Them unequivocally.
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So what happens if you shoot a heavy flamer in a confined area, such as a small hallway or a room? Would you also be fucking yourself over with the backlash of the flames, considering a heavy flamer is listed at a 30 meter range?
>>
>>51986702
Mechanically, nothing.
Your GM should have enough sense to set something up, however.
>>
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What exactly does a Bolt Pistol or Boltor do mechanically when it shoots someone?
Does that X blast quality just denote what table it'd roll on for Critical Hits, or does it do more?
>>
>>51987354

It determines what crit table you roll on, and has an additional damage effect on hordes.
>>
>>51985154
The DH 1st ed core rulebook and Disciples of the Dark Gods has the most info on the Tyrant Star, but it is all extremely vague, leaving GMs free to come up with the details, and mostly setting the tone and providing tantalizing hooks
>>
>>51960905
Such things as constitute Tech-Heresy:
>Messing with AI.
Perhaps he could have given his hideout's defences some abhorrent semblance of sentience, be it in the form of a defence system, or automata?
>Daemon Engines
Pretty self-explanatory, find some Daemon Engine stats, have them prowling.
>deviating from the Omnissiah's design (inventing his own shit)
Go nuts. Think of machinery that a tech-priest given over to the Ruinous powers might do.
>>
Hey, I got something fun for everyone. This is Chapter 3 of The Good, the Bad, and the Alpha Legion, a supplement for Deathwatch set in the Great Crusade. Using testing and tuning from my game Spess Mareen: Republican Commando, this chapter deals with all the gear and vehicles expected of the Legiones Astartes during the Great Crusade and Age of Darkness. It's split into a number of subsections

-Legionary Armaments, including normal gear like Volkite and Rotor Cannons, specialized wargear, and stuff unique to each Legion, such as the Phoenix Spears of the Emperor's Children or the Caedere Weapons of the World Eaters.
-New Armor types, such as Cataphractii and Tartaros, and Legionary equivalents such as the Mantle of Ultramar or Achean Pattern Power Armor.
-Battle Automata, including Legion equivalents like Castellax-Achea and Domitar-Ferrums
-A full motor pool from Scimitar Jetbikes to superheavy Fellblades and Stormbirds.
-New Assets from all over the Excertus Imperialis, from the doughty Solar Auxilia to the inscrutable Talons of the Emperor. Yes, you can summon the support of the Legio Custodes.
-Relics of the Age of Darkness, with each Legion getting its own relic based on Horus Heresy Book 4.

Much thanks to my players who used a lot of it, and to everyone here who scrutinized the Great Crusade Testing Ground document. If you find any typos or issues in the document, I'm open to hearing them so I can fix. I also want to see how long it takes for people to find the secret bit of fun I left in the chapter.
>>
>>51982778

Update.

The Psyker attempted to contact the unborn. He found both a mind and, in his words, a 'bleeding hole of desire' and was, also in his words, 'damned glad he was chem gelded'. A penitent flensing has been scheduled; the medicae has attempted to work a mixture of blessed water and abortificant chemicals, which was a measure of success; but when it was actually applied the creature rolled a critical success to resist.

We ended the session with my character suddenly swelling to appear several months overdue and weapons being readied.

I fear we have seen my GM's magical realm.
>>
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>>51989532

With that said, I'd like to know what peeps would like to see next, so I can start work on it.

>Chapter 1: The Legiones Astartes
Rules for all eighteen Legions, based on their abilities and skills in the Horus Heresy books. They will be QUITE different from their 40k counterparts.
>Chapter 2: Legionary Specialties
Rules for four new Base Specialties (Seeker, Recon, Destroyer, Breacher), one Advanced Specialty (Centurion), and one Elite Advance (Praetor), as well as Legionary Specialties for every Legion, such as Phalanx Warders or Pyroclasts. It will also include Rites of War, a new way of taking a macro view of the battlefield rather than the squad-level Oaths.
>Chapter 4: Basilikon Astra
Voidships of the Great Crusade. While the normal Strike Cruisers, Battle Barges, etc will be in here, I will also compare the voidships mentioned in Horus Heresy Book 3 to their Space Fleet equivalents, and port those over.

Instead of that, I can update The Fringe is Yours and Mars Needs Women, fixing a couple of typos and adding the Karacnos Assault Tank for general use. I'm open to everyone's thoughts.
>>
>>51989532
>>51989618

Christ, I can't even
>>
>>51986689
>no head armor
Wait what, why?

Sounds incredibly Metal Gear though.
>>
>>51987354
Do note that the Explosive crit tables are often far deadlier.
>>
>>51989618

Can you stat the Imperator Somnium and/or one of the Big Four of Chaos?
>>
>>51991500

Isn't that first one just a really big battleship? Lots of people have statted battleships already.
>>
>>51992247

It apparently "dwarfs" battleships, vessels that are already 6 or 7km long.
>>
>>51989618
karacnos and vultarax sound p. cool, I'm in a game using MNW. New toys!
>>
>>51960838
>Medic fails Medicae, Logic, and then a general Intelligence test to not inject the xenoplasm from a slaughtered mutant ("He seemed so good at healing, I thought...)

I don't get this part. At all.
>>
>>51953854
>What was the encounter, fight, or situation that you remember the most, be it as a player, or a GM? What made it so special?

The first time I ever played a Psyker in any 40k rpg ever (Never really played one because I was told the rules kept getting changed). It was the Black Crusade game and we were basically trying to destabalize a planet by organising a mass mutant uprising while circulating chaos infused drugs amongst thr upper echelons.

Eventually the Planatary Governer gets wind of our operations and sends in the PDF to quell the rising rebellions.

First real combat in the entire session. Decide to use a psychic attack. Psychic Phenomena... Perils of the Warp... And then Obliteration with a roll of a natural 100 and a Healthy Dose of Demon left in my place.
>>
>>51992437
GM had the character roll to not do stupid thing, in every way they could think of. Character failed each time, and never reconsidered their course of action because they had high base TNs.
>>
>>51992573
Should mention this was my first psychic power I ever used.
>>
>>51989618
Holy god is this beautiful; thanks for the effort and I fully cast my vote for Chapter 1 for next effort
>>
>>51992579
Oh.
I thought he was saying that the character for some reason just wanted to do it, not that the player wanted to do it. Basically I thought the GM made the medic do that shit against the player's will.

I get it now.
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>>51983815
>short of the Eversor Assassin
>the Eversor Assassin
>Eversor Assassin


Anon, you know what you need to do.
Besides, if your crew's on the point of mutiny anyways, you shouldn't be worried about collateral damage. Just de-frost the assassin and hide in the bridge.
>>
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>>51993497
>>
How do you guys handle acquisitions? Shopping midgame is NEVER fun for players or the GM (at least for our group), and they managed to avoid any sort of resupplying through an entire mission arc. Now that the party's reporting back to the Interrogator that's their liaison, I'm considering having him give them some "purchase credit" to go do some acquisition with:
>Between this session and next session, you may make up to 5 acquisition tests of your choice. Only two of these tests may be for Very Rare items, as defined in the book pre-modifiers. No Extremely Rare or above items are likely to be in this backwater, sorry.
>For a mission excellently accomplished (the acolytes went above and beyond their listed goals and got way more information/action done than expected), you'll receive +5 to Influence for this set of tests only.
>Ammunition may be acquired through normal tests, but you're allotted one free test per ammunition-using weapon you have.

Is this fair for preventing them from trying to acquire literally everything while not constraining them too much? If there's actual rules then I'll defer to them, but I didn't see any.
>>
>>51994235
It's entirely up to GM fiat. I have a hard time balancing it out as well.
>>
>>51989571
>We ended the session with my character suddenly swelling to appear several months overdue and weapons being readied.

Grab a knife and start stabbing the shit out of yourself. And if you survive the abortion via seppuku, you need to perform a shitload of penance. Because you and your sinful flesh was clearl impure and lustful enough for the curse to take hold.

Oh and get chem geld if repeatedly stabbing yourself in the baby-marker doesn't do sterilize you (I'm actually surprised you don't have it to begin with, considering the chastity vow).

>I fear we have seen my GM's magical realm.
Probably so, but this is a very effective kind of body-horror to direct against a woman.
>>
>>51987354
>What exactly does a Bolt Pistol or Boltor do mechanically when it shoots someone?
First, a kicker charge propels the bolt round out of the barrel, and after 10m, the gyrojet mechanism carries it.
When it hits something, the reactive fuse ignites, causing the explosive charge in the bolt round to explode after X milliseconds.
>Does that X blast quality just denote what table it'd roll on for Critical Hits, or does it do more?
Explosive weapons have the worst, by far, critical effects, including having the earliest "Dead, gg no re" results at a 6 on the head.
>>
>>51991289
All he had on was a body glove, he clearly overestimated his prowess.
To be sure, neither of us expected the GM to use Takedown (although it is far more useful in the GM's hands than a player's imo) or for him to miss his parry, he was rolling >60 or something along those lines.
Ooc, I know that the assassin is still alive, and the partyvalk showed up with a troop of sisters and the rest of the warband in tow, but my pc doesn't know shit.
I wager my best bet is to locate and use my krak grenades to destroy the generatorium, kill the power so it's easier to sneak (and murder).
>>
>>51994235
So, who exactly are they purchasing these items from?
It seems a lot of people are mistaking "you don't use cash currency to purchase things" with "you roll and shit falls out of the sky".
You still need to find someone to get shit from, it still needs to be shipped, and both of those can take a lot of time. I prefer to use the DH1e chart when it comes to looking for items in different sized places, which means that even searching for something very rare can take 1d5 months.
>>
>>51994884

Penance, assuming survival, is planned. I didn't have Chem Geld already because the point of a vow is to suffer temptation and overcome it, not to remove it entirely; a vow of silence's impact is lessened if you cut off your tongue, after all.

What's funny is that I am still at zero corruption, by some miracle (and being a sororitas); I just failed the WP and T tests to not allow the curse to take hold. Teach me to not take resistance (psychic powers), I suppose.
>>
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>>51995548
>I didn't have Chem Geld already because the point of a vow is to suffer temptation and overcome it, not to remove it entirely; a vow of silence's impact is lessened if you cut off your tongue, after all.
True, but the Ecclesiarchy isn't known to be particularly reasonable. And it wouldn't surprise me if they consider it part of the vow to remove the offending parts (like the tongue) in a ritualistic manner. I mean, it's the church of pic related. Unnecessary, arbitrary mutilation is a big thing in the church. But that might come up more for your characters penance. Any plans on what that will be?

>What's funny is that I am still at zero corruption,
Any IP?
>>
>>51995598

At the end of last session I clocked in at 48 IP; about three sessions ago was when I cracked 40 and got Horrific Nightmares as my disorder, but it hasn't had a chance to kick in yet.

And yeah, some parts of the Ecclesiarchy would do that, I think, but I figured it wasn't out of character for some parts of it/some convents of sisters to go with my above logic. As far as penance, likely flaggellation, public flogging, extreme fasting and denial, and some level of self-mortification.
>>
>>51995266
It's nothing to do with prowess, the head is just another location that can be hit. Called shots are a thing too...
>>
>tfw no Living Saint stats
>>
>>51995762

>tfw no penitent sister to inflict heavy BDSM training and surgical modifications on

being a magos biologis who refuses to remove his sex drive under the logic of 'flesh should be perfected, not removed--augmented, not excised' is suffering when you're kinky.
>>
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I am going to run modified Edge of Darkness with DH2 this weekend. It will take place on the Sarcossa (you know, the cult of the emperor revenant and zombie creating machines) and the role of the Logicians is going to be taken by Dread Guild of Black Alchymists. One player is going to be minimaxed Voidborn AAT Mystic with Divination, other some kind of Arbites Adept/Sage/Verispex.

Any good tips, enchancements of original adventure, or how to screw with players?
>>
>>51996143
Frankly, I've never read the adventure, but it sounds interesting. What's the title of it?
>>
>>51996143
Remember 2 things:
Divination is NOT precise, and psyker powers across the board have been brought to earth
Subtlety is a hugely important thing in adventures like this. They will lose precious time and leads if they blow up early.
>>
>>51996088
I... what. What would you even do?
>>
>>51992424

Vultarax is already in the books. the Karacnos came out a few weeks ago.
>>
>>51996341

Oh, rib removal, fleshly implants, probably pheromone generation. Classical corset training, of course--though augmented by organ supplementation and removal. Whether or not I go for some sort of classical conditioning too is up to a coin flip, more or less.

SSC has no meaning in the grim darkness of the far future.
>>
>>51996183
Not him, but I'm running Edge of Darkness largely from the book. It's the original free adventure for Dark Heresy, about abductions in a Scintillan hive. Very open setup, sandboxy while being simple.
>>51996143
If your players are anything like mine, the simple routes won't work. (If the word "Redeyes" means anything to you in the context of Coscarla, stop reading, because you're one of my players.) They managed to piss off the Enforcers, nearly start a firefight with them, tipped them off to what they're there for, and get them to go for Saul's sister where they otherwise wouldn't have, which put things into high gear (they get resolved tonight).
Suggestions? Don't do like I did. I got thrown off by one of the players leaving- we went the entire first session with investigation and no combat, which he wasn't happy about. I thought I needed to make up for it by having some combat soon in the second session, and the above happened. Edge of Darkness is investigation and subtlety, not a straight shootout.
Play up the Body Snatchers or your equivalent. Your players might figure out what they are in broad terms, but they have Fear *for a reason*.
The adventure is set up to make it obvious enough what is happening, but not obvious enough to tell who it is. Keep that in mind.

And for the Emperor's sake, don't use the self destruct protocol unless someone brought a flamer.
>>
>>51996813
>If the word "Redeyes" means anything to you in the context of Coscarla, stop reading, because you're one of my players.

lol this never works
>>
>>51996920
It never does, but I didn't really post anything they don't already know except the module name itself.
I actually want them to know where I fucked up, so if they read it, even better.
>>
>>51989618

Statting out the Horus Heresy was a mistake. Forge World and Black Library missed the feel entirely, and we're left with a manchildren's special snowflake playground.
>>
>>51996688
>Trip dubs on /d/ tier shit

You are everything wrong with this hobby you mouthbreathing cuntfuck.
>>
>>51996664
I think I missed it then, which book?
>>
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>>51997820
Disregard, I missed an update somehow.
>>
I have a deathwatch team of a librarian, assault and apothecary.

What should I throw at them that can threaten the librarian that won't demolish the assault instantly? The librarian is mad op and he has only reached pr 5 so far.
>>
>>51998992
Necrons are a good choice, you can't get in their head and they should have regeneration of some type. You could always throw people with mark of khornes at them.
>>
>>51986276
How would that be thematically or story-wise possible for the crusader?
>>
>>51999829
He was once possessed, then, seeing as he has seen the worst, survived, and has defenses against it, is trained by a radical Inquisitor to slay what he hates.
>>
>>51998992
Force them to split up.

Require the librarian to use his psychic power to hold open some gate/system/artifact while fighting off hordes, while the other two have to do some additional work to actually make the librarian's hold permanent.
>>
I just recently started playing Dark Heresy, and I'm really interested in buying books that let you play in the Ordo Xenos. I recently got the Creatures Anathema, but what other splat books have the best Xeno content in them?
>>
>>52000890
I'm probably going to catch a lot of shit for saying this, but IMO, Ordo Xenos games are at their best when you're looking into bizarre and sinister species the Imperium has little or no solid information for. A leechlike xenos species that takes over peoples' bodies and minds for its own inscrutable purpose is more scary and sinister than "Yet another genestealer cult", even if both create effectively the same plot. This is because one is unknown and uncertain while the other has been done so often that any 40k fan can connect the dots of a genestealer cult story in his sleep.
>>
>>51995643

Some furthur updates.

One: I am now at 73 IP.

Two: A Daemonette sprung forth, fully formed, from my loins.

Three: We killed it.

Four: My character is dying of blood loss currently, the medic is down an arm but cauterized his stump, the psyker tore out his own eyes and the techpriest used the last shot of plasma we had for the plasma pistol we've been sharing around.
>>
>>52001938
>Two: A Daemonette sprung forth, fully formed, from my loins.
I told you dog, I told you. Abortion via seppuku could've prevented this.
>>
>>52001804
>This is because one is unknown and uncertain while the other has been done so often that any 40k fan can connect the dots of a genestealer cult story in his sleep.

On the other hand, if you don't fight identifiable enemies, it doesn't feel like 40k, and why not just play eclipse phase or gurps at that point?
>>
>>52002171
If you can't evoke the proper feel of the grim darkness of the far future unless everything you ever encounter came out of a codex, you aren't a very good GM.
>>
>>52001804
I was planning on stories of alien infiltration (aliens being herded in somewhere) so the PCs have to fight aliens in an area like a shipping dock, or alien excursion where they have to track down a dangerous and unknown alien and exterminate it.

Or better yet, they have to capture and bring back a sentient alien alive for study and dissection.
>>
>Astropath received weird message from death world.
>It is known there is not a single astropath there.
>Inquisitor send cell to capture source of this message.
>Cell gets psi-tracker and witch-cage from their Inquisitor.
>Gets some anti-psyker drugs on the way.
>Get to the planet.
>Source of the message is soon-to-be-born child of one of few inhabitants of this death world.
>Don’t know how to put witch-cage on baby without killing him.
>Drugged mother (and baby) and get them from the planet.
>Ship transfer to the Warp.
>Both mother and child fails Willpower tests under the drugs and gets shitload of hallucinations.
>Baby start to spam psychic phenomena in some instinctive attempt to save himself from hallucinations.
>One acolyte injects more drugs to stop baby.
>Last phenomena baby rolled is Vice Versa.
>One acolyte now in drugged baby body.
>Baby now in adults body and not on drugs.
>Full blown unsanctioned psyker start playing with acolytes.
>Before any burned Fate Points one of acolytes manages to fix witch-cage on psykers head.
>After a short discussion we agreed witch-cage should stop automatic transfer of souls in their own bodies.
>Psyker consciousness is now trapped in the body of one of acolytes.
>Acolyte is trapped in the body of unborn baby.
>After several weeks of Warp-travel cell finally returned to their Inquisitor.
>Gets cage off acolytes head.
>Souls do not transfer back.
>Baby-psyker now have body of 40 years old man.
>Acolyte waiting for his second birth.

What the hell just happened...
>>
>>52002029

Well, an attempt was made but the rest of the cell was less than enthused about my attempt to swallow a frag grenade. If I survive, there will be 'I told you so's all around.
>>
>>52001938
And you've earned the nickname of Zeus already, right?
>>
>>52003400
>my attempt to swallow a frag grenade.
You make the Emperor proud, son.
>but the rest of the cell was less than enthused
Closet heretics, the lot.
>If I survive, there will be 'I told you so's all around.
Hopefully with judicious bolt-pistol whippings for allowing a faithful servant of the God-Emperor to bring forth such an abomination.
>>
Advice on making a CSM obsessed with SPEED in Black Crusader? I was thinking Ultramarine or Blood Angel for fluff, either way his whole thing is going faster, running faster, shooting faster, stabbing faster, ect. I'd probably go chosen, but maybe Forsaken
>>
>>52003335
You entered your GM's magical realm.
>>
>>52005402
make a fallen White Scar psyker, your mission in life to acquire a relic jetbike leftover from the heresy and to warp yourself to ludicrous speed
>>
Gimme your thought on a planet idea i just had for RT:

Explorers find a world where the inhabitants actually have slightly-above-imperial grade tech, and thier society is run by 4 AIs. While this is tech heresy of the highest order, the tech seems to be mostly STC, and the inhabitants actually seem to worship their technology... so if theparty can get rid of the AIs, they could probably convert the locals to worship the omnissiah.

Problem is, the AIs obviously don't want to be removed. And less obviously, each one is possessed by a daemon
>>
>>52008883
Have you considered having the AI's as a plot twist? Like having them pose as natural leaders of the society and everyone praises them as heroes and god-like. Explorers eventually confront the leaders and reveals them to be AI?
>>
>>52005441
Actually when cage was about to get removed GM jokingly asked player if he wanted to return to his own body. He asked to stay in the new one. Now he's asking for little flying tank a la dalek.
>>
>>52004816

That's a negative.

>>52004863

There will most certainly be Words. There may also be Wroth. It depends entirely on if I survive, how much of me survives, and if we manage to actually finish the mission.
>>
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I bought two 40kRP hard copy books the other day just because I love the lore.

I wish I bought them all as they were released, but never had the money.

Sucks the line has been (for now) stopped, the content from Fantasy Flight is simply superb.
>>
>>51989532

Oh my God fuck you so much I see exactly what you did there you motherfuck
>>
What are the largest breasts an inquisitorial acolyte can have before they get shot for slaanesh worship?
>>
>>52008883
I feel like having them all possessed removes a lot of the tension. The problem with AIs is that they're prone to chaotic corruption, revolt and necrontyr virus.

I would have only one secretely corrupted by daemons. The party teams up with the other AI to defeat it once they find proof of its corruption. And then they try to persuade the rest to commit honorable sudoku to prevent further possessions, or backstab them in traditional rogue trader fashion.
>>
>>52012174

Well, there's plenty of homebrew to fill in the missing gaps right now.
>>
How can I speed up combat as a GM? Last night a 4v6 took almost 5 1/2 hours to end with one casualty on the player's side and two on the enemies. Damage enemies took went straight to critical track except the "miniboss" (who they didn't even engage), I kept my end of NPCs going as fast as I could (4 of the 6 NPCs were essentially a zombie group operating in sync, so they were able to take one turn together), and the players didn't do too badly on speed, but four turns took that long. Not sustainable.
>>
Do the players know their equipment?
Do they think of what their options are while it isn't their turn?
Do they have access to all the modifiers they need to weigh their options?
Do they act as a group or do they lone wolf their turn?

Playing over Roll20 makes it child's play to have handout for the situational modifier for players to weigh and easy to read their weapon on character sheet.
At a physical table I have less experience but bookmarks on the armory and the modifier page should speed it up.

Usually my group will have their longest turns the first minutes of combat as they make a plan of engagement.
I occasionally pressure them to keep the action going depending on the situation. They may have a minute or two when it is their turn to discuss a plan, communication is important but also keep it flowing.

But what are they even fighting that takes more than 4 rounds to kill. It was long ago the group I run with was a low ranking DH 1st edition party rather than the ~8.5 K XP they are now but I remember combat as short and deadly after a few sessions.
They killed scum as low ranking acolytes as quickly as they dispatched a daemon the other day, about an hour of combat in approximately 5-6 rounds.
>>
>>52014908
>know their equipment?
Yep.
>think of what their options are off-turn?
Extensively. To the point of nearly ignoring what's going on for the sake of discussing options.
>access to all the modifiers?
Yep, we all have cheat sheets and notes of modifiers where the sheet doesn't cover.
>Do they act as a group?
See point 2.

They're fighting Body Snatchers from Edge of Darkness, plus an agent acting as their handler. The issue being that they're missing 3/4 of their shots, even at short range; if they connected and rolled any damage at all the crit damage would slow them down, but it took two of them firing full auto (they refuse to do single shots) to even stop a Body Snatcher *with all damage applied directly to the crit track*. Not kill it, just get it to stop. Two died, while four (agent included) retreated into the night with a captured NPC.

It likely wouldn't be a problem if they had anything better than autoguns, and once the shotgun bearer got shooting he shredded through them (as is typical of zombies...). But they've kind of burned all their supply lines by now, short of raiding an Enforcer armory or something.
>>
>>52015301
The cost of preparedness, measured now in gelt, later in blood.

Using auto-fire is usually a good move in my experience. If they have poor ballistic skill they may consider grenades or even fire grenades, if they can throw them far enough away and can hit one even if the grenade would scatter.
Flamethrowers are the superior option in that case but not very discreet or affordable for a low ranking party, if they even can get the proficiency for it.

Otherwise I get the impression it should run smoothly but apparently not, I'm sorry.
>>
>Old Night is once again upon us. The gods fight against each other and laugh. But we won't give up without a fight either. We will muster. A new Great Crusade must begin. For Terra, and for the Emperor!

Man, first thing Rowboat does after getting to Terra is call a new Great Crusade. This is the best timeline we live in! So, how are your acolyte cells, Militarum regiments, Rogue Trader teams, and all gonna be helping out? You...ARE going to help, right? Or are you gonna pussyfoot around with excuses?
>>
>>52016642
You ARE aware the 40k RPGs are set in 816.M41, right?

There's nothing stopping you from just adding years to set the game in 999.M41, I'm just sayin'.

I'm running a game in 822.M41. It's not gonna be yet for a while. Then again, there's already time travel bullshit going on, so we'll see.
>>
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>>52017355

Sounds like excuses to me. That just means you have 200 years to prepare for the second Great Crusade. Make the most of it.
>>
>>52012190

I don't, what happened?
>>
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>>52017591

There's a few items in there from Dark Souls. Reaver spikes is armor of thorns (https://www.youtube.com/watch?v=Vf3Wj_d-aOE), while Coil of the Rock (Havel's Ring) and Mask of the Patriarch (Father Mask) mean you can make Giantdad. Read the description of the Father Mask and see this (https://www.youtube.com/watch?v=oyA8odjCzZ4)
>>
>>52016642
Have you actually read that in the book, or is that just /tg/ conjecture? Because for Fracture of Biel'Tan /tg/ was claiming a whole heap of bullshit before the book had even been released and this kinda sounds like it.
>>
>>52019447

It comes from someone with an advance copy on B+C.
>>
>>52015301

Your players either need to get new dice or stop being retarded if they are missing 75% of their shots. Average started BS for a combat character should be 35-40. When combat starts they should be going prone or getting into cover and bracing their weapons. Half Aim and a Standard attack alone net a +20 to the attack, meaning any half way decent combat character is having to roll under 55-65. Autofire is fucking useless unless you have a relatively high BS to start with since it gives you a -10 and you are generally only ever going to get 1 or 2 extra hits out of the attack and you have around a 20-25% chance to hit to begin with. Semi-auto is better by far and even then I would say until you get your BS to at least 40, stick with the Aim/Standard attack. Once you throw in some eats and advancements, you gunners should be rolling with an effective BS of 60-70 regularly with all their modifiers.

Hell, in an Only War game, we played a regiment modeled after Sharpe's Rifles where we only had las-locks and my whole group was doing aimed shot at long range and our target numbers were 70-80, we regularly were getting +60s when our BS scores were in the 40s to begin with as well. Granted, there are a lot more things you can do to get BS buffs in OW than in DH, but you should still be hitting at least 50% of the time if you are not being retarded.
>>
>>52020218
>Your players either need to get new dice or stop being retarded
The dice are electronic, so we've got the former covered. Their BS is between 30 (the worst) and 35. None are going prone, though they are using aim actions... but they're refusing to use anything but autofire or, occasionally, burst fire. They're working on improving, but typical TN still hovered around 50s at best. Luck of the dice (or lack thereof) threw a lot of 70s-90s.
>>
>>51953854
I'm just starting trying to GM a 40k RPG, so I'm pretty clueless about how powerful things are in terms of levels. How much XP should I give the Sergeant in a Deathwatch game? I want him pretty experienced, because he's served on another kill-team before he just got promoted. Additionally, what should I give an Inquisitor to be at a reasonable strength compared to the kill-team?
>>
>>51989532
Caught an error. The Anvilus backpack's description doesn't actually finish its last sentence.
>>
>>52020987

Guess that's where shas took a jerk-off break
>>
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>>52020369
>Their BS is between 30 (the worst) and 35

This is exactly why you don't roll stats in 40K RPGs.
>>
>>52023308
You can hopefully excuse having *one* system as a break from "point buy everything" for my RPG history. And they've all got most of their stats at 32+, with the exception of a few outliers (the feral worlder rolling a hilariously low influence), so it's not a huge hangup. 5% isn't a huge difference in the grand scheme of things, and they'll easily be able to make it up with- as you (or the other guy) said- bonuses as they start playing smart.

Okay, two, but Traveller's kind of a league of its own and doesn't count. Plus I've only tried setting it up, never gotten to play yet.
>>
>>52023502
Sorry but, of all systems the 40K RPGs are the ones I would really want to pointbuy in. Combat can be tough and you kinda need that extra 5%, especially since getting 60s will require maximum investment for some, and not be achievable for others. Like, you really want your primary attribute at 60.
>>
>>52023531
>of all systems
I come from GURPS
>>
>>52023566
Why would you bother with GURPS? Generic roleplaying systems tend to be pretty mediocre.
>>
>>52023577
It does the things that I'd like a system to do pretty well, and I don't need it to do the things it's bad at. GURPS has its areas it's mediocre at, but for historical, certain branches of alt-history, and *actually functional* cyberpunk it's not bad at all. That's basically all I use it for.
>>
>>51983815
>>51983886
>>51983947
If only life support and the gellar field are powered, won't he defrost like some ground beef left on a counter anyways?
>>
Dark Heresy 2e

Can you benefit from the same aptitude twice?

Say I have Defense from two different sources, does that count as having two aptitudes when determining EXP costs?
>>
>>52024044
No. Instead you can replace the redundant aptitude with a characteristic aptitude of your choice.
>>
>>52024223
So if I have Defence twice, I can pick any aptitude in it's place?
>>
>>52023831
The eversor coffins contain thier own fusion plant to prevent that from happening. Just so that they don't lose entire starships to one madman because someone goofed
>>
>>52024270
not any, only basic characteristics, WS/BS/S/T/WP/Int/Fel
>>
>>52024302
Sweet, thanks
>>
>>52024292
Neat. Can that be tapped to power other things as well?
>>
>>52024358
Anon, would YOU try and suck electricity away from the systems keeping a grade-A Absolute Madman from ripping you to shreds?

It's probably doable but totally tech-heresy
>>
>>52025009
Sounds like a nicer way to go than the Rak'Gol from the other Anon's situation. But no, best to keep him on ice.
>>
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I just like to read the books, never been able to play a game in my life.

Out of curiosity, what are a few ways a typical party of acolytes kill something like this? Especially if it's an unplanned encounter and they haven't had time to prepare something big.

Like you can't use psy powers on it which rules out a lot, I imagine really big bombs while useful will be harder to employ and while a party of Space Marines would probably kill it just through sheer ferocity, regular humans have a harder time.

It has crazy toughness and regenerates like a motherfucker, too.
It's even got fate points and a forcefield.
>>
>>52025307
Kick her out an airlock.
>>
Welcome to the reason flamers and rockets are popular choices
>>
>>52012343

Well, that depends on a few factors, including rank. But generally speaking, it's not heresy if you have an excuse.

Pic related.
>>
My psyker only got 35 Willpower at chargen, am I basically fucked?
>>
>>52026506
Fire and explosions are awesome
>>
>>52027989
It only takes one bad roll to go pointbuy.
>>
>>51953854
>Why did FFG lose the 40k RPG License?
Gee Dub got ass-devastated that FFG's Star Wars miniatures games were outselling 40k and pulled the license in retaliation.

Never underestimate the how vindictive GW can be.
>>
>>52028240

I thought it was because FFG was bought by another company and GW didn't want licensing to essentially go through a middleman to a sub-contractor.
>>
>>52028304
That's what GW wants you to think.
>>
So it's impossible to get 100 in a characteristic?
>>
>>52025307
Have a techpriest who dumped so much XP into his ballistic skill and cybernetic targeting systems that he can routinely shoot a full rount burst from a heavy bolter and hit with all 10 bolts.
>>
>>52028606

Is there anyting a techpriest cannot do?
>>
>>52029326
Revive the Emperor
>>
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>when the GM gives your Heavy Weapons Specialist an M34 Autocannon
>>
>>52027866
You disgust me. This is not justice.
>>
Could an isometric 40k RPG work?
>>
>>52027866
sauce!
>>
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>>52003335
fukken saved
>>
>>52031938
I'd say so, yeah. Could even use the existing rules adjusted for computers.
>>
This'll just be a short one since my memory isn't the best ever, but this happened in a session just the other night.

>Playing Dark Heresy 2nd ed
>Party consisting of a tech-priest, SoB and two guardsmen; one from a feral world and one noble-born Storm Trooper that I play
>Mission is to go down some dark and suspiciously perfectly identical catacombs to find a lost astropath and figure out what the fuck is going on.
>Find astropath
>Astropath was apparently possessed and some manner of Nurgle-spawn with WAY too many tentacles break out of him.
>So far, no one's suffered any direct hits
>Based on the fact that our SoB suffered 5 wounds in damage just from walking in the slime this thing left in its wake after moving, this is a good thing.
>Tech-Priest failed his will-save, lying in fetal position on the floor while we fight.
>Daemon-thing charges my guy, swings tentacle at him.
>Loads and LOADS of bad damage types
>Roll dodge; get 02 on a d100
>NOPE.jpg
>Other Guardsman smashes into daemon-thing
>Dude isn't too good at the whole shootan thing
>Significantly better at the sword-choppy thing, though
>Hits him so furiously that the daemon is stunned for a number of rounds
>My turn!
>Whip out plasma pistol that I got last session, take aim and fire.
>Hits
>Dam-rolls were 2, 6 and 10
>Crit confirmed!

>EMPRAHS FURY!

>Upper body of daemon-thing is blown into ashes and steam.
>Character blows the smoke off of the barrel of his plasma pistol, returns it into its holster with a flourish

Just love it when for once, the dice don't hate me as much as they normally do
>>
>>52031938
reskin xcom and you basically have it.
>>
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>>52003335
Perils, anon.

Perils o' the Warp.
>>
>>52031963

No idea, found it on /aco/'s warhammer porn thread. It's a good one, though ,isn't it?
>>
>>51953854
WFRP got a retroclone. Do you think one is needed for 40k, now that FFG has discontinued the series?
>>
>>52031938
I wonder if anyone has tried to make some sort of DH CYOA/Text adventure. You probably could make something that's just filed the numbers off enough to get the job done.
>>
So are there rules anywhere for a Priest or such to sanctify weapons on their own like how a techpriest can make gear?
>>
Sup /tg/

Just spent an hour combing through the Only War book, and I can't for the life of me find out how much ammo a specialist is issued with a favored weapon, or with any weapon at all, in fact.

Like, a heavy can take a Heavy Stubber, but it says nothing about ammo they get. Is there a specific amount, or is it up to the GM's preference?
>>
>>52033211
Three magazines. Check the errata.
>>
>>52033231
Ok, Errata.

Thank you.
>>
>>52033231
What about a Mortar, then? Just three rounds, or should one assume 5(same as the Missile Launcher)?
>>
>>52033272
Added to standard kit, 2 clips. Requisitioned, 2 clips +1 per degree of success after the first.
>>
>>52033559
Na, as a favored weapon and standard kit.

Three shots for a favored weapon just seems a little low, I guess.
>>
>>52033912
Requisition more?
>>
>>52034017
No, I get that, it's just that when the Heavy gets a missile launcher and 5 shots or a mortar and three shots, seems a little weird. I'll figure it out, should be easy as fuck to requisition more.
>>
>>52034307
I know DH2e does it slightly differently for arrows and bolts;

>In the case of arrows and crossbow bolts, unless stated otherwise a successful test yields 12, with 6 more arrows/bolts for each additional degree of success beyond the first.

You might be able to convince your GM to use something similar for OW, or adjust it yourself if you're GMing.
>>
FRESH, MIGRATE

>>52034554
>>52034554
>>52034554
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