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/40krpg/ 40k Roleplay General

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"Can you smell what R'Myr is cooking" 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: >>52034554

Are there any Legions whose homebrew you're especially looking forward to? What are your favorite Specialities* and why?
*or Careers/Archetypes/Roles, for the assorted systems
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Where are the rules for traitor IG regiments in OW?
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>>52095313
Shield of Humanity
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What is the most depressing (and therefore proper) thing that has ever happened to you in a 40k RPG?
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Only War update from my game: Running an OW game, and my players started criticizing how aside from heavy weapons, their squad doesn't generally fear engaging most non-elite enemies. Like, get into melee with Dark Eldar fearless.

So I tweaked the poison rules to ignore TB, because grimdark. Half the players loved it, whose characters also near-died in the first ambush. Other half made better use of tactical fighting, no more D&D standing in the open style fighting.

Then I found out some players are looking to play every class at least once in the campaign. By transfer or death, new characters without getting into stupid deaths.

So, do I oblige by transferring them into the Jericho sector, or keep them in the Spinward front? I'm thinking for the latter, assign the unit to engage hardpoints of the Waaagh and/or bait large Dark Eldar groups.
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>>52096694

Had a good campaign end abruptly.

Happened just after my character died. No chance to continue the story with a new character just plain drags on you. No epic death or anything, just a bad series of rolls.
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>>52097374
Toxic already ignored TB.
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>>52097769

Huh, had one member of the group swearing it didn't and the others arguing it should anyways. Oh well, same effect.
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>>52098238
The trick is to have two rules lawyers. That way they keep each other honest.
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>>52097769
>>52098344

Ah, let me clarify: not the damage, but on the test itself. THAT is what led to a 6 vs 1 argument.

Something about the novels showing it to really effective poison or somesuch. Otherwise, regular rules.
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>>52094331

30k was a mistake
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>>52097374
Let them roll up one or more additional squads, and when convenient (like their current squads get rotated off the frontlines for a while, or a TPK, or half the squad dies at once or whatever) let them play one of these other squads. That way you don't need to abandon much, if anything, and the action is always rolling.

>>52096694
DM played out my Black Crusade marine's start of darkness with me.
Guy got abandoned by his fellow loyalist marines (to die in a macrocannon bombardment) and had no idea why they left him to die. Just that they were being increasingly suspicious. By the end of it (when they left him to die), he could no longer trust them, or himself.
And it's okay. He has the party (who are closer to radical inquisitors than out-and-out heretics) now. Nothing, not even his old chapter and company being on the metaphorical horizon, can end his freedom. He'll die before he goes back to the chapter.


Also, I've noticed photon grenades and stun grenades don't interact with hordes nicely. I've brewed up two rules that I think will rectify this:
>When a Photon Flash Grenade is used on a horde, the horde makes two +10 agility tests. If neither fail, nothing happens. If one fails, reduce the horde's bonus to its damage (from magnitude) by 1d10. If both fail, reduce this bonus by 2d10. The horde is blinded (ie having its bonus damage reduced) for a number of turns equal to the lowest of the two DoF it got on the rolls.
>When a weapon with both the Concussive and Blast traits is used on a horde (such as a stun grenade), roll the Concussive trait as normal. If the horde fails the test, reduce the number of attacks the horde may make by the value of the Blast trait (to a minimum of 0 attacks).

Thoughts?
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>>52094331
I'm curious to see the Thousand Sons' rules, but desu the ones I'm looking forward to are Emperor's Children
And I probably will run an Age of Darkness campaign for Blood Angels someday, but that's not an immediate concern.
As for specialities across the gamelines, I'm torn... I don't think I really have a favorite; I like them all. I do tend to default to making agile, shooty characters, though; I'm the sort of person to consistently minmax for Ag and BS, so Finesse is a must-have in DH2e.
>tfw my DH2e ex-Administratum totally-not-a-Heretek ganger has 60 Ag just a few sessions in and doesn't care about BS anyway because he uses grenades and they always Scatter just where the Emperor intends
At least I can start funneling XP into other things now
>>
Black crusade question for people

character with jump pack and preternatural speed talent

Base moment x 3 or x 4 when used in conjunction? (double of a double is in effect). Why or why not?
>>
Does any have the non-scan versions of Faith and Coin and the Lathe Worlds?

Also, it is bad that I'm using 20 pages of homerules for Rogue Trader? I love the setting but damn they did they not balance the rules for shit.
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>>52102954
>is it bad i'm using 20 pages of houserules
No.

Please post them.
>>
I need to double check something with you guys. The storm quality says:

"This Quality doubles the amount of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each Degree of Success yields two additional hits (up to the weapon’s firing rate, as normal)."

Does this mean if you had, say, a storm bolter with full auto 4, that one degree of success is enough to fulfill that max rate (2 and then 2), or the degrees of success need to go up to the firing rate aka at 4 DOS you can have a max of 8 hits? Since it starts with 'doubles the ammo expended and hits earned', and if you're firing 8 shots, why can't you land 8 hits?
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I have a small problem i think.

im starting a deathwatch campaign and all 5 of my players approached me at different times asking if they could be an alpha legion infiltrator similar to the pasta that was floating around.

What do guys? i literally have a game of "i am alpharius" going on and none of them know it as none of them know each other
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>>52103409
Nevermind, I found the answer in the Deathwatch FAQ in the errata

"Question: Does a weapon with Storm generate a maximum number of hits equal to the ROF of the weapon, or double the ROF?
Answer: Double the ROF"

Belt-fed and dual-wielded. Maximum of 24 hits a turn. Time to get gross.
>>
>>52103570
I mean...you could always do an Alpha Legion team having replaced/impersonated a Deathwatch squad, or just be an Alpha Legion team doing...Alpha Legion stuff and backstabbing NPCs.

Backstabbing PCs is tricky, because some players jump the gun.

I've always wanted to do a game where I approach each player to play a doppelganger who replaced them, but they don't know each other character was replaced too. I don't think it would pan out.
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>>52103570
They're all alpha legion infiltrators, then.
But none of them know the others are.
All of them being in the same team is not a coincidence.
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What stats would you give a Borg cube in rogue trader? And how should drones be statted?
I want the crew im a GM off to face off a Borg-like alien species around the halo stars.
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>>52096694
Went into a Deathwatch game expecting anything other than lolrandumb humor and gimmicky battles.
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>>52107466
Hello, Nestor.
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>>52103571
>spoiler
Yesssss. Welcome to the fold, Brother.
You can't shoot both of them on automatic at once until you get TWW, but you can just pop off a single shot of your standard issue boltgun to burn a dodge and then let rip with the stormbolter.
Not sure where you got 24 hits from, though. Two 8-shot guns firing at once is 16. If you're killing Hordes, Explosive damage type adds one kill per hit, doubling to 32. If you use Hellfire ammo, another kill per hit, so 48. Metal Storm has Blast 2, so it adds one more kill per hit than Hellfire, totaling to 64 Magnitude popped in one turn just from equipment.
But wait, there's more! Take the Bolter Drill talent and your base RoF goes up by 1, before Storm doubles it, leaving you with a pair of ten-shot guns doing four kills per hit and two hits per DoS. That's a maximum of 80 Magnitude deleted in one round, son. And here comes the best part: the Storm of Iron talent ignores multipliers stacking and doubles Magnitude damage AFTER all those bonus kills per hit get totaled up. Two talents and two stormbolters loaded with Metal Storm can let you delete 160 Magnitude of Hordes PER TURN. Make a Tactical Marine for free specialist ammunition and Bolter Mastery granting +10 to hit and +2 damage with bolt weapons in dolo mode. Make an Imperial Fist successor so you get early access to Bolter Drill from your Chapter advances table. Then dump everything into BS and grab a decent pistol in case anything gets into melee; I recommend hand flamers for hordes and plasma pistols for elites since pistols are restricted to singleshot when in melee. Infernus pistols are even better than prasma, but harder to find, and a bit special to treat as a backup weapon. You'll also want a Fire Selector for each sturm, so you don't waste hordemulcher shots on big guys and vice versa.
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>>52103571
>>52107653
A word of caution; there is a Horde trait that grants immunity to these shenanigans, and your GM WILL find it and use it. Furthermore, you're gonna have trouble with heavy armour, though critfishing helps there, and one good Vehicle crit can trigger Weapon Explodes and cook off their ammo, doing more damage than your dinky little main weapon did.
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>>52107653
>>52107668

Note the errata clarifies that the bonus from Explosive damage is one additional hit per attack, not per hit, almost halving those calculations.
84 per round is still utterly nonsense levels of horde damage though.
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>>52107881
Huh, really? I thought it was just Devastators' extra 1d5 that was once per attack.
>Almost halving
Naw, Metal Storm is Blast 2, so 1 base plus 2 for Blast is still 3. 75% of the absurd 160 is still 120, or 60 without Storm of Iron, more than enough to mulch most Hordes.
As a GM, I'd respond with more tough enemies that Metal Storm can't hurt without Fury, enemies flanking so Independent Targeting is needed to divide the guns between targets, enemies smart enough to spread out too much for the "allocate additional hits from RoF to nearby targets before rolling damage" rule, and the occasional Relentless horde, which RAW only ever takes 1 magnitude damage from any ranged attack without Spray or Flame. (FFG really screwed the pooch in Deathwatch with some of their wording of 'attack' versus 'hit.')
I'd also throw in some longer missions where ammo has a chance to run out, and maybe cut down on requisition for smaller missions. Storm Bolters are cheap at 20 apiece, and you can sig two of them by Rank 5 and even Master Craft one, but that still leaves you paying for Fire Selectors, possibly vox-operated for hands-free use of the fire selectors, and any specialist ammunition beyond a Tactical's one free magazine. Granted, you pay the same cost for special mags as a regular boltgun does while the Storm Bolter makes it last longer and hit harder, but that still adds up. A Tactical Marine dual-wielding Storm Bolters loaded with Vengeance ammo for heavy targets Metal Storm ammo for hordes, and regular boltshells for trash mobs is just nasty, though.
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>>52107653
As far as I can tell the math works out like this:
40 (for 20 Blast(2) bolt shells with Bolter Drill and Metal Storm) plus 2 for 2 explosive attacks (bonus is applied per attack, not hit), then you double that for Storm of Iron and get 84 magnitude damage.
There is no mention of Blast(2) being in addition to the first hit, so it seems to simply replace it. If there was a Blast(4) grenade would do 6 magnitude damage tops, would it not?
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>>52108747
I'll open up the book and check this evening, but I was pretty sure it's additive. I used to think it replaced the base hits, but I was corrected by a fellow player - and if it replaced base hits, there would be zero mechanical reason to ever take Metal Storm ammo when Hellfire costs the same, doesn't have a penalty to damage, adds a bonus magnitude damage vs hordes, adds Vengeful (9), and ignores natural armour. I took it anyway when I thought it was worse just because I wanted to see a volley of bolts explode into shrapnel and razorwire to make Ork salsa instead of bioacid shells making Ork soup, but Hellfire is usually fluffier for the Deathwatch since it was designed to fuck over Tyranids and other monstrous creatures.
>>
Would it be possible to run a WFRP style game in the 40K setting? A game where the player characters were normal, everyday people until dire circumstances recast their fate? Or is the 40K setting just too hostile to the little guy?
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>>52108910
I have the pdf available:
"A Blast weapon that hits a Horde hits a number of times equal to its Blast value. So a grenade with Blast (4) will automatically hit four times if successfully lobbed into the Horde."
So a Blast(2) Metal Storm bolt shell would (by that reading) hit twice. Hellfire rounds are arguably better. But Hellfire Rounds can't help if you need a Blast value.
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>>52108978
Dark Heresy 2e.
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>>52109120
Isn't that about Inquisitors, though? I gather they're not exactly everyday people.
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>>52109172
Take a look at the book. DH2e is very adaptable; just avoid Roles and Backgrounds that aren't appropriate, like anything that grants the Tech aptitude, and alter the weapon proficiencies.
It's not about Inquisitors unless you want it to be; by default it's about the schmucks who do the Inquisiton's legwork, scrambling around at the whims of an =][= trying to deal with any heresy before it gets too bad.
>>52109106
Well shit, I'm houseruling that; frag grenades need all the help they can get. I can't think of any time you'd need a Blast 2 value.
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>>52109172
It's about acolytes, moreso. So is DH.
You think inquisitors choose to go in and get murdered by genestealers or heretics when they can send in disposable idiots instead? Amberly Vail was the exception, not the rule.

You've read The All Guardsman Party, haven't you?
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>>52109253
>>52109172
Missed that you wanted it to be 40K setting, not Fantasy outright. Roles and proficiencies don't need alteration, then, but I'd still strongly consider restricting Backgrounds. Otherwise it's exactly what you asked for.
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>>52109253
Frag grenades with blast(4) hit 4 times but they (probably) have the explosive damage type. They do 5 magnitude damage, anon.
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>>52109318
Yes, they do. I'm still houseruling Blast as additive; most Blast effects are singleshot and won't be rendered OP by a single extra kill, while it gives Metal Storm a niche purpose over Hellfire as the premiere mulcher of Hordes.
>>
Tell me, I'm kind of fascinated by Malfi.

Any of you ever played or ran a game on Malfi?

I might be sending my players there and need inspiration.
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>>52100181

I like that idea. Plus, that will give them a chance to play another unit type, like armor, etc.

Thank you kind anon.
>>
Anons, I am going into one of my first DH2 games. I know the mechanics and what I am doing, but have never roleplayed with the inquisition. I am planning to roleplay an Asta Telepathica Mystic with the Astropath elite advance. Is there anything I could do to stand out from other psykers without seeming snow flakey?

Don't worry about "sight through the warp". The GM pretty much said that Astropaths have almost perfect sight even though they have no eyes anymore.
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>>52112402
I Found You.
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>>52113043
It'd be funny if he was surprised by something and rubbed his eye sockets in disbelief.
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>>52113043
Remember that every world and culture has it's own opinions of what psykers are and mean.
What is the culture of your own world, and how does it figure into your opinion of yourself and duty?
>Example
My current pc is a low strength (PR3) witch who doesn't consciously use his powers, hell, doesn't even believe he is a psyker and would deny if fervently if someone told him he was.
This is because on his world, psykers are either bad fortunetellers that roll chicken bones in mud to tell your fate (bullshit), astropaths that send messages in the void (legit) or IG psykers that blow everything the fuck up (scary as shit).
My pc has powers that are rumored to be possessed by the "great hunters" of old, sight beyond normal men, reactions that belie belief, can "feel" the world around them on a whole different level, all psyker powers with no visible manifestations to clue them in on what is going on.
Think the nonsense (truth) the Space Wolves believed about Fenris on a personal scale.
>>
INTRODUCING CHAOS WORLD, BLACK CRUSADE RPG SYSTEM

This is a fan made Black Crusade RPG that uses the Dungeon World mechanics. My friend made this after we tried to play Black Crusade, but the rules bad. We found it to be a lot of fun, check it out and see if you like it too.

The guide does not have the depth of lore that the official Black Crusade book has, so I suggest keep a hold of your copy. There are currently 16 classes
Berserker. The bloodthirsty front-line melee combatant.
Chaos Dreadnought. The walking tomb that provides heavy support.
Chaos Raptor. The flying terror, destroyer of hope.
Chaos Sorcerer. The true master of sorcery and the Warp.
Chaos Spawn. The loathsome failure transformed into a mutant horror.
Chosen. The champion whose undertakings please all of the Chaos Gods.
Dark Apostle. The reverent and faithful servant of the Chaos Gods, pure in evil.
Exemplar of Slaanesh. The arrogant and agile warrior.
Exemplar of Tzeentch. The manipulative mystic.
Noise Marine. The hedonist who uses sonic weaponry.
Ork Freeboota. The orkish pirate.
Plague Marine. The nearly invincible soldier of foulness.
Possessed. The chaos space marine possessed by a daemon.
Rubric Marine. The immortal, soulless ghost.
Veteran of the Long War. The 10,000-year-old marine who despises the Imperium.
Warpsmith. The master of machinery and forbidden science.

https://drive.google.com/open?id=0B5YFWXuYbtXbRUFjazItWTF4TVU
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>>52113386
Why does every header look monged?
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>>52103046
Seconding this. Post em.
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>>52114734
Take a guess

Cause the author spent more time on the game, and less time on crafting the perfect header
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>>52115662
... That's great, but just having it stay on one line, or at least not split the letters of single words between multiple lines, would be nice.

Up to 1/4 page wasted on formatting failure is just being difficult.
>>
>>52108978
I'm actually getting ready to run a game sorta like this. My players are all going to be Feudal worlders who don't actually have any knowledge of the rest of the Imperium. They have been hired by their local lord to look into some unusual murders and I plan to have them stumbling into an Inquisitorial investigation later on.

I'm running at using 2E and I did have to tweak the backgrounds a little bit. Home worlds are now fluffed as just what sort of area you grew up in since they are all from the same planet. The Background I allowed all had to be tweaked slightly for gear and talents, but it was pretty easy to do. Limited the available Roles but otherwise didn't change them any.

One big change I made was to split Weapon Training [Low-tech] into melee and ranged. I have a few other house rules but they are just minor tweaks that I prefer over the RAW. I like to call it Dungeons & Dark Heresy.
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>>52115736
I'll pass that along. What do you think of the game?
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>>52116517
I haven't played DW before, but I'm looking at getting a group together to try this.
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So here's an interesting idea:
If a player in Black Crusade turns in to a chaos spawn, but the game has progressed enough that the group as a whole has a rather sizable force of chaos worshippers, maybe some daemon engines and some other things running about, would they reasonably be able to just have that chaos spawn be a part of their forces? Preferably kept somewhere away from everyone else, of course, but a useful shock troop nonetheless.
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>>52116678
I'd say so, and advise having them make an up-and-comer from among the warband rather than adding plot of someone else joining up with the leadership so as to avoid distracting from whatever else is going on, unless that plot is desired. I assume if you guys are hitting the Corruption cap that you've got other plots going on and writing in a new character from outside the warband would be jarring.
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>>52113386
Just from peeking at your post, could use Exemplars for Khorne and Nurgle, since the other two get both those and the associated Cult Marine. I like the idea of Exemplars.
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>>52118278
Thats true. Part of that was from the lack of Green God and Red God fans in the crew. There should be a little something more for the those factions.

Part of the reason I am posting this: the game is being overhauled to be more tactical, so people could use their miniatures if they wanted to. Its a living project, like most fan projects, so it could really benefit from having some more "eyes on it".
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>>52118346
Considering that you've got Raptors listed and describe Dreadnoughts as heavy support, Havocs might be worthwhile, though they could possibly be handled just by giving a Chosen or VotLW a heavy weapon. Similarly, Mutilators and Obliterators might as well have rules since other final fates - Dreadnought interrment and Spawnhood - have classes.
So then Exemplars and Cult Marines make 8, Chosen, Veterans, Raptors, and Havocs make 12, Possessed, Dreadnoughts, Obliterators, and Mutilators make 16, and Sorcerers, Apostles, and Warpsmiths make 19. Could maybe throw in Bikers too? It seems like you've got a lot of stuff that's in the Codex but not necessarily BC; might as well go whole hog and give a rule for each Traitor Astartes-based unit, as opposed to mortals, machines, and Daemon Engines.
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>>52116417
I'm a bit leery of the name, but I'm never going to say no to seeing more houserules, to pick stuff up for my own games. Mind posting what you have?
>>
Dark Heresy 2e question

My astropath has unnatural senses and can "see" out to 36m, which is his Willpower score

Can he only see line of sight like a normal person would, or does he see everything out to 35m using is psychic awareness?

Like if there was an open door 10m away could he see 25m of the next room if he's not directly in front of the door?
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>>52121073
Also can I stack Psy Focuses?
>>
>>52121073
>Can he only see line of sight like a normal person would, or does he see everything out to 35m using is psychic awareness?
Ask your GM. Literally no one else can tell you how they're going to rule it.
>>
>>52121127
No, cheesemonger.
>>52121219
This. The game is fairly open about what Unnatural Senses provides.
>>
>>52121219
Just curious if there was more detail elsewhere in another book I'd missed.

>>52121219
>>52121261
Thanks.
>>
>>52119265
As far as hard crunch changes, my tweaks are pretty minor. I've implemented a monetary system instead of using Influence for purchases (Influence is still used to purchase social favors though). I prefer combat to be on the dangerous side, as to persuade my characters from going full murder hobo as they are often want to do even when they have been specifically informed that they should use more subtle tactics, so damage caps have been removed from most Primitive weapons and if a weapon has any Pen left over after armor, half of it (rounded down) is applied to the targets Toughness bonus. Primitive armor is as in 1E where it only counts as half against "modern" weapons, which makes the limited number of black-powder weapons available in the setting quite a bit more powerful, not to mention the super rare "magic" las-weapons.

Home worlds I'm allowing are Agri, Feral, Feudal, Frontier, Hive, Penal, Research Station, and Shrine. I'll allow Highborn in a special case since it would make a character an actual noble, and thus give them some serious social perks. Backgrounds are Administratum, Arbites, Guadsman, Ministorum, and Outlaw. Roles are Assassin, Chirurgeon, Crusader, Desperado, Fanatic, Hierophant, Sage, Seeker, and Warrior.

If you want to see what the starting gear/traits i did for the backgrounds just let me know.
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Hi guys, so i'm a player in a dark heresy game and me and me and my group encountered our first signs of a existing chaos cult,

"Orbital bombardment" is in this case not an option, since we need the city as intact as possible.

How do we make sure, that all heretics are as dead as possible ?
>>
>>52122572
Observe and infiltrate the cult. Identify the leaders, and as much of the rank-and-file as possible. Be subtle. Be quiet. Wait for them to be organizing a mass gathering. Then round up the Arbites, PDF, hired gangers and whoever else you can, go in loaded for bear and burn them alive.
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>>52122572
Figure out how to gather them all in one place, lock the doors, and burn it down.
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>>52122639
>>52122830
Okay, so "gather in one place and mass execution." got it !
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>>52122929
Gathering them is good, but infiltration can be worth the risk, because it makes it harder for some to slip through the cracks and escape to refound the cult.
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>>52122572
Turn to Slaanesh and join them.
You know you want to.
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>>52123348
Also a decent option desu, especially if you can deceive and co-opt Inquisitorial resources to serve your ends.
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>>52099950
Fortunately not one that affects us RPG fans in any meaningful way.
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>>52094331
I posted here a few weeks ago. I'm planning our groups first OW campaign around the Ciaphas Cain novel Death or glory.

The campaign would start with the (not yet) squad on a transport in the warp. I was thinking that they'd have all of their equipment on them and in the same general area with the reasoning being that they were going to a live fire wargame sort of thing.

The transport is going to get pulled out of the warp early due to some weirdboy warp fuckery and the transport is going to get broadsided with some serious orc firepower. I'm going to have a few small boarding parties for the group to have to fight off on their way to some escape pods and maybe some zero gravity/zero oxygen shenanigans. Once they get to the escape pods and rewire it, they'll blast off towards the nearest imperial planet (their regiment's original destination). I was thinking that this would give them a chance to RP a bit and lay the groundwork for having such an unorthodox squad composition.

Thoughts? Any suggestions at all would be great.
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>>52123942
Sounds pretty great. Keep in mind, though, the survivable nature of the decompression rules, and consider making your players aware of them too, so they realize they can survive sprinting through vacuum for shorter distances. Or don't, and watch a bunch of Guardsmen freak out over a situation they were never trained for.
You might want to have maps prepped in advance if you're not going to fiat them along the right path, but Imperial ships are so fuckbig that that's easier said than done - just have something in mind for dealing with forks, whether it's a Navy deserter leading them in exchange for protection from Orks or Orks rampaging. The xenos incursions, though, could just as easily motivate them to attack as to avoid, depending on the characters. What sort of Regiment did they make?
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>>52124095
They made a cadian regiment since it's right down the middle. None of them are huge into 40k though and only one knows the lore passably well. I'm the only person with actual knowledge of the lore in the group. We're going to spend the first session doing chargen and I'm going to brief them on their commander, background, regiment info, mission, etc.

Are there any good maps for imperial ships? It's honestly gonna be pretty railroady at first I think, since this is more like a prologue than anything. Just a way to get the whole non-conventional group together in a lore friendly way. (pretty sure I'm going to have a Commissar and an enginseer, probably an ogryn, basically a mostly specialist party.)


Also, how do you guys work command structure? I'm going to have an NPC NCO leading them for the first few sessions but he's going to catch a bolter to the brain when I feel like it's time to take off the training wheels and the party is ready to do its own thing. We're going to have a Sargeant for sure (one of our better players, the other PCs will most likely want to follow him) but the commissar could override him if he wanted, right?

How do I handle command structure, or do I just let them figure it out with absolutely no input or nudging?
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>>52124289
>basically a mostly specialist party
Ugh
Every time I try to play Only War it turns into this and I hate it
If I wanted to play a Command Squad of snowflakes I'd use R'Myr's rules for playable Tau

>Command structure
I'd let them figure it out, but lay down some ground rules during the ooc parts of the briefing and exposition during gen. Make sure they understand that Sarge is In Charge, maybe establish the Sergeant PC as a Corporal to keep him subordinate to the NCO and lay the groundwork for an emotional field promotion, but also that the Commissar has authority to countermand the sarge's orders and assume direct control. Above all else, though, stress that players should try to avoid being dicks to each other with command structure, because that's ruined far too many good games. It might also be worth pointing out ooc once they make planetfall that with no supply lines, Comrades will be hard to replace, and that the Commissar must carefully consider their worth before executing any.
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>>52122572
>First signs of chaos cult
Oh fucking boy, the same thing happened to my group recently. Don't do the same thing!

>Be investigating new sect of the Imperial Cult on some planet to see if it's heretical or not
>Discover some definite Chaos at work in the lower class
>Planet's highest Ecclesiarchy member requests we "shake down" the planet's most powerful crime family
>Could help us in investigation
>Most of this crime family lives in an abandoned, crashed space ship out in the marshlands
>Walk right into trap: offered food in a room to wait for the family's Lord, doors seal shut, poison gas a la Phantom Menace
>Cut way out and fight through some guys
>Group finds ship's old munitions, huge bombs the size of a person
>Think, maybe we should try and sneak through at this point, get some information so we know what we're up against
>Nah, we'll blow up the entire ship
>Move bombs through ship with no way to remotely detonate them
>Not everyone is along with the plan but oh well
>PC kills himself to cause essentially a nuclear explosion in the home of the most powerful family on the planet
>Subtlety 0
>Star civil war on the planet
>Turns out they most likely weren't even heretics, and thought WE were heretics sent by the Ecclesiarchy (which is probably heretical)
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>>52124450
>If I wanted to play a Command Squad of snowflakes I'd use R'Myr's rules for playable Tau
I agree wholeheartedly, but as soon as they made specialist a subset of classes, it was going to happen.

And thanks, I'm screenshottting this. I'm not going to put them through the meat grinder until they hit perlia's first city and they won't have a chance to get new comrades until then, so about 5-8 sessions in.

I'm really excited about this. Are there any suggestions for how to balance encounters? I'm our groups most challenging DM so I want them to be hard but not overly lethal.
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>>52124289
>>52124450

Am I the only person who played OW and didn't have a mostly specialist party? The one game of it I got into, I was playing the only specialist, a psyker. Rest of the party was sergeant, weapons specialist, operator, operator, heavy gunner.
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>>52124877
I always just wing it for balance. I have an intuitive sense of it that I have a hard time conveying, but my All Techpriest Party seemed satisfied while I ran for them and Deathwatch has gone well so far, with the players genuinely threatened by Tyranids' Razor Sharp melee biomorphs.
The main things to keep in mind are soak, raw damage, and evasion. If anyone makes a marksman, think about letting them elite Inescapable Attack, otherwise their long-las may do approximately jack shit as enemies only need a bare pass on Dodge to negate it. Carefully consider whether to give any bosses a force field, as it makes them more survivable but with a random element - I've seen a PR30 or so field negate every hit by one player in a combat, leaving him feeling useless while the rest of us flooded the boss with attacks to break through the dice gods' will and kill the fucking thing. As for soak, keep in mind four things: armour vs penetration, unnatural toughness vs felling, base toughness (vs the rare-as-fuck Fleshbane), and cover adding to armour. It's Only War, so don't be afraid to have the Boyz spam fullauto or use high-pen plasma weaponry; dakka has a small chance of landing hits on exposed heads or limbs while Guardsmen peek out to shoot, while high pen weapons will punch through rubble and wear through more solid walls. Try to prep maps in advance and decide early how many AP a bit of cover is worth, but if you keep FFF's table of exanple cover values open you can get away with winging it.

That leaves raw damage. Keep an eye on that and how it measures up to soak; remember that your PCs are benefitting from Lasgun Variable Settings, and then tally Armour plus Cover minus Penetration plus Toughness Bonus versus damage. I like to have a spread with no more than a 30% chance of bouncing with a 3- on a d10 or oneshotting someone into crits with an 8+, but this part is very up to you, especially for Guard versus Orks - Boyz probably won't bother with cover much.
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>>52124936
When I played, I was the only nonAuxilary, a Weapons Specialist alongside a Priest, a Psyker, a dropout who doesn't count, and later a fucking Ogryn.
Ogryns fly in the face of balance, because they ignore conventional combat balance by being unable to Dodge or Parry in exchange for being so fucking tough that they really don't need to. They're either going to get torn apart or tank everything, unlike Guardsmen who can be genuinely threatened and srill prevail.
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>>52123688

Now that shas is making a 30k book, people are occasionally talking about it. My poor filter can't catch EVERY instance of reference. I can only try to note who enjoys 30k filth so I can make sure to never invite them to my games.
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>>52125453
>filtering anything
>ever
How does it feel to be a salty little milksop who can't handle different opinions or preferences?
Do you also ban anyone who's ever played D&D, or Shadowrun? Your playerbase must be pretty bland.
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>>52125136
I've been told full auto is op. Is there some errata for balance that I can look up?
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>>52125804
Fullauto is rare in Only War, and you'll need it if you want Ork shooting to threaten Guardsmen in cover, but you could import DH2e's rate of fire modifiers.
In 1e, singleshot is +0 and only scores a single hit (excepting Qualities that increase hits, like Storm and Twin-Linked), semiauto is +10 and scores an extra hit per 2 DoS up to the firing rate (so an S/3/- lasgun needs 4 DoS to land all three hits), and fullauto is +20 scoring an extra hit per DoS up to the max firing rate (so a -/-/6 Heavy Bolter needs 5 DoS to land all six hits).
2e reverses the bonuses, making singleshot +10, semiauto +0, and fullauto -10. This cripples Ork shooting but makes fullauto less of an autotake for PCs, as they need to already be accurate to capitalize on the better DoS returns. Given the difficulty of Guardsman logistics, I'd stick with 1e; fullauto tends to be either piddling in damage or a Heavy/Mounted weapon anyway, so they'll be sacrificing mobility if they want to man a ruined Chimera's multilaser. (Which would actually be a neat extended encounter - get to the Chimera, use it as a bunker to fight off encroaching Greenskins.)
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>>52125804
Depends which of the games you're playing, it has different rules in DH1, RT and DW than it does in BC OW and DH2. In the older ones full auto/semi auto/single shot give +20/+10/+0 on rolls to hit, whilst the latter three are -10/+0/+10. If you don't want people getting more bonuses to hit at the same time as getting more potential hits you can just take the newer systems rules and use them in the older versions.
There's some argument to it being okay in DH1 since ammo supplies might actually be limited to a reasonable degree, meaning full autoing everything will make you run out occasionally if you aren't careful.
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>>52125935
I'll take your advice. If I feel like the players are abusing it I'll swap to >>52125945

Thanks for all of your help guys. Out of curiosity, how railroady does OW tend to be? It seems like there aren't a lot of ways to handle encounters.
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>>52126394
Like every other system, it's however railroady you make it. With the situation on Perlia, you should have the freedom to do things however you choose - you could let them bumble through the wastes, drop them in Ork-held territory right off the bat, or have the NCO lead them to a settlement where they get embroiled in fighting. The railroad tracks are always what you make of them - you could sandbox it, which isn't always doable but should be here, or you could use encounters, narration, and carrot-sticks to move them where you want them. It's all up to what you want to run and think your players will enjoy.
>>
Advise on running Black Crusade? How much hand holding vs sandbox is it supposed to be?
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Do the rules support playing a Scion/Stormie in Dark Heresy 2e, like even at a stretch?
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>>52124479
>>Turns out they most likely weren't even heretics, and thought WE were heretics sent by the Ecclesiarchy (which is probably heretical)
Anon, everything is heresy. The letter of the law doesn't matter, nor does the spirit of the law, nor does basic fucking reality. Everything is heresy, you only need to apply the proper spin.
>>
TFW I continually try to find a DH2 game to be a part of for 30 days now and get nothing.
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>>52129517

Run one!
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>>52129582
I really don't want to run another 40K rpg game. I am already running a Rogue Trader, Only War, and Deathwatch game. I had ran a DH2 game already and all I want to do is just play a campaign that won't die after 4 sessions.
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>>52129199
>Imperial Guard Background
That's it really. I mean outside of the IG a Stormie is really only different from a regular guardsman by their armour and gun, and they would give both of those in once they leave the IG.
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>>52129615
Why the fuck are you in so many games?
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>>52129801
There wasn't enough 40krpg games out there so I felt like running a few for people, but now I am getting burned out and I just want to be the player for once.
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>>52129762
Aight cool.
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>>52094331
>play Only War(catachans)
>GM doesn't allow creating large pendulum log traps
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>>52129817
Oh man, I know that feeling. As perma-GM for my group, I've long since given up on ever playing with my friends again.
>>
man dark heresy is strange on roll20
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>>52132486
?
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>>52132539
Just used to the nice and fancy roll templates from 5e and Pathfinder, seeing messages done through /me is just jarring.
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>>52132486
I am used to emotes on roll20 by now, pretty much trashed my life with the amount of time I have spent on there.
>>
>>52100244
Wait Thousand Sons homebrew for what? Aren't they already in Black Crusade?
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Is there a cheat sheet for Dark Heresy 2e combat?

Trying to figure out how exactly shooting a lasgun works. When you do semi-auto, do you have to do 3 attack tests, or just 1, and then 3 damage rolls?
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>>52132737

30k Legion rules.
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>>52129762
>a Stormie is really only different from a regular guardsman by their armour and gun
Stormtroopers tend to be Schola Progenium trained like Commissars and Sororitas, so they're a lot different culturally, psychologically, and tactically from Guardsmen. Some regiments do maintain their own traditions of jumped-up Guardsmen with the same equipment, like the Cadians' Kasrkin or the Harakoni Warhawks' everyone, but even they're considered the elite, with a serious social divide from the line troopers.
>Guardsmen turn their gear in when theh leave
Not necessarily. A Guardsman drafted into the =][= may not have time, and I know there's fluff of Cadians being allowed to retire after enough campaigns and being given the last world they warred on to settle and farm, and keeping their lasguns. Leaving the Guard doesn't happen normally, since to live long enough to you usually have to be such a badass you're indispensable to the war effort, but when you've got shiploads of those badasses starting to get old and shipping more pilgrims out to settle a planet instead of the people who're there already is expensive, exceptions can be made.
>>52132936
Look up the Semi-Automatic Fire combat action. You make one ballistic skill test, determine hits by your Degrees of Success, then the enemy has a chance to evade, and then you roll damage on remaining hits. Hit location may be important depending on their armor and cybernetics, but your GM should be able to handle that part.
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>>52133050
Sure I get that, but you fail to see things in reference to the scale and balance of DH2e. 2e doesn't care if they were a conscript, sergeant or stormtrooper, all it has is the IG background. The starting power level is too low to really have any mechanical differences between them. This carries over to gear, you simply cannot start with a hot-shot or Stormy carapace. Not that you want to wear that kind of carapace either, if you value your team's subtlety. So sorry if I gave you the idea that I didn't understand all of what you just said, I do understand and I agree with you, but I was talking specifically about DH2e and kinda how it views Stormies.
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>>52133050
Sorry, still reading the book and learning it.

How are hits determined by your DoS?
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>>52133113
Why don't you read the rules before asking how they work. It's pretty damn simple.
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>>52133088
I'm aware of the scale difference, and I'm not the anon whose question you were answering. I just felt like your advice might inadvertently encourage overlooking nonmechanical aspects, so I'm glad we've got that straightened out. Just wanted to make sure folk remembered that people raised from prepubescence in brutal Spartan training to be elite career soldiers are going to think, strategize, and behave differently from conscripts given more rudimentary training.
The gear is one of many issues with playing a Stormtrooper in Dark Heresy. The two easiest solutions I can see are having an =][= confiscate it for safekeeping while they start off with stealth ops, and either the operation lasts long enough that they can have it back afterwards, or they just get access to it during downtime before going back into the grinder without their precious kit. A third tweak might be just letting then start with it; that works best if you're doing a higher-XP opening and others can keep up or if they're the main combat specialist in a more investigation-focused game and the Inquisitor wants some muscle as insurance to protect the nerds.
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>>52133521
Yeah for sure there are fluff and character RP differences with playing a Stormie.

I would recommend either organising to possibly start at a higher level with some bonus XP and next step up Availability for chargen requisitions, or I myself would wait for the middle of a campaign to introduce an ex-Stormie or ex-Commissar or whatever, because in our group new characters get the same amount of XP the rest of the group has.
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>>52133564
Yeah. I'd advocate a Schola Progenium background for crunch, but Adepta Sororitas got their own and Imperial Guard really works well for Commissariat and Tempestus.
I disagree on handing in gear upon retirement for Guard, but it's a nonissue for Stormtroopers, since their version of retiring is teaching more Stormtrooper cadets, and the Inquisition doesn't often give you time to get your affairs in order when they draft you.
>>
Learning Dark Heresy to do a one-shot for my tabletop group. Any tips/suggestions for making it a fun time in case they want to play it more?
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>>52113143
'Sup, Robert?
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>>52134563
make it sorta lightweight and simple
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Hi guys, I've recently been working on a Quick Reference sheet for DW. I've managed to compile some tables together, mostly from the GM Screen and the Living Errata. Can you guys please give some criticisms and suggestions on how to make it better?
>>
Hey fuckers who here wants to play BLACK CRUSADE?
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>>52136807
Actually, I would be keen. I played a oneshot and it was fun, but I don't think our group would ever get around to playing a proper game of RT/BC because of the asymmetric roles and especially how this one player always has to have his moments.
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>>52136807
I've played it only once before and I would love to play it again.
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>>52136807
When, how, and can I stream it?
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>>52136807
Playing a filthy heretic? Not even once.
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>>52136807
Hell yea man! BC is my favorite of the 40k RPGs and im a hecking veteran of it! What time are you thinking?
>>
So, heres a question:
How long would it take the Dark Mechanicus to build a frigate, with the backing of half a forge world behind it?
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>>52136807
As much as I'd love to get some screentime for one of my backup characters, I really can't spare the time for another campaign. Have fun, though, and please storytime!
>>
What: The Big Black Crusade
When: Tuesday Evenings EDT (GMT-5 w/DST)
Where: discord or roll20, not decided yet
How: Voice, core rulebook, CSM only
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>>52138441
So, like, around 10 PM?
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>>52138441
>>52138476
Fuck never mind, whatever time it is, if its evenings its AM for me. Fuck...
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>>52138476
Afternoon-evening more like, after 4 pm
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So our techpriest has been possessed mid-warp flight.

Anyone recommend a way to stop him from destroying the ship?
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>>52138549
Use a gun
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>>52138568
Any better idea than killing him?
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>>52138519
Yep, thats all after 12 AM for me.
Ah well, have fun i suppose.
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>>52138598
Use a smaller gun
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>>52138441
>CSM only
Ehh, lost interest right there.
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>>52138598
>possessed
Son, I don't think you understand how 40K works. If you are the slightest bit Imperial, you kill him.
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>>52138519
Pacificfag here. I might be able to make that if you don't mind moderately stupid character concepts; I've got a couple I've been sitting on for a while. Point buy, roll down the line, or roll and assign? Tome specs or core specs?
>>
>>52138441
>>52138936
Missed 'core only,' my mistake. Rolling question stands.
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>>52138890
Time to kill yourself.
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>>52138890
And what would you want to do faggot?
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>>52138952
Point Buy. As much as I love how chaotic rolling is, that shit sours onlinegames.
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>>52138962
>muh mahreens

No, I think that should be you. Playing vulnerable heretics is much more fun, more XP too from the get-go to fuck around with your build.

Deathwatch is boring, BC with CSM-only would be only a slight step above Borewatch.
>>
>>52138989
I'll throw together a sheet. Got a Discord I can contact you at for approval when it's done?
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>>52138997
>All of these objectively shit opinions
Neck yourself kid.
>>
>>52139013
Nice shitpost breh.
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>>52138997
>Deathwatch is boring
Clearly you were doing it wrong
Victory is expected of Astartes, but impossible odds make for a challenge, and failure is very possible. That's where the true fun of playing a Space Marine lies - not in how ded killy a bioengineered posthuman child soldier is, but in how the different Chapters think and interact. The combat is a backdrop to a game that's ultimately about social links and the power of friendship.
>>
>>52139042
I still don't find the very nature of playing an Astartes fun. It limits your options as far as socialising and subterfuge go, and you get shit like bolt weaponry by default which for me ruins the nice sense of progression I get with human characters. It's just not what I want out of a game.
>>
>>52139042
Don't engage the cancerposter. He is beyond saving. He's probably just mad that he can't inject his magical realm as marine. Or he's a filthy degenerate furry. Maybe both.
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>>52107653
It's worth mentioning that the original character I was discussing is not a Space Marine.

In any case, the reason it's 24 shots is because the belt-fed upgrade from Black Crusade increases ROF by two. So the storm bolters are actually S/2/6 or 12 shots each for 24 total.

He primarily uses organ-grinder rounds, and alternatively vengeance rounds for heavy targets. I'll have to check out metal storm/hellfire, though.

He's a one man team, so I normally don't fight hordes.
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>>52139078
First of all, you dont understand how sneeki beeki marines actually are and can be. Second, being a marine isn't about just being a badass power fantasy from the start, it's a unique roleplaying perspective where you don't play as a farmer who picks up a sword, you're Odysseus, Hercules and Achilles. Are you saying those are bad characters? They just operate on a different scale.
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>>52139226
He's stupid, narrow minded and evidently a poor roleplayer.
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>>52139268
He presented a good argument, you bitched.
Whos the better one here mate?
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>>52139299
>Talking about yourself in the third person
top kek
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>>52139320
Not the same guys dude...

But yea it seems like you're just a poor roleplayer who cant play marines other than "HAR DAR IMHA BIG BAD MUSCLY MARINE MAN".
>>
>>52139354
Are you actually retarded or can you just not read?
The nigger you're defending is arguing that
>"HAR DAR IMHA BIG BAD MUSCLY MARINE MAN"
is the only way you can play a marine. Learn to read or shut the fuck up cunt.
>>
>>52139377
Hes saying that marines are different types of characters. Which is true. Hes saying marines are for bigger-than-life heroes type of deal. That doesn't make them bad.
But i will agree on one thing. Marines do fuck progression up the ass. But if thats what you want then go nuts! Nothing wrong with it.
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>>52139139
Ah, fun times. I've just been sitting on that build so long and busy doing fluffier, less cheesey things that I sperged out a bit.
Belt Fed sounds like fun times. Is it compatible with Fire Selectors? Because the mental image of a mortal with recoil gloves and/or power armour dual-wielding stormbolters with triple belts feeding them is awesome, hilarious, and very 40K.
>>52139079
>>52139320
You're making us look bad, dumbshit. Go back to GameFinder if you wanna be a shitposting cockhole, and we'll keep extolling the virtues of Deathwatch to the novitiate. Sometimes a bad game or GM poisons someone against a system, and a good word for it can encourage reconsideration.
>>
>>52139430
>extolling the virtues of Deathwatch to the novitiate
>calls me a cockhole
>"Sometimes a bad game or GM poisons someone against a system"
Not my problem. If he's stupid enough to buy into that shit, he needs to neck himself. Just like you need to.

>>52139428
>bigger-than-life
I would argue that being a single (or small group) of post-humans in a terribly unforgiving galaxy, especially with no shortage of people wanting to dick you over, you aren't near as big as you might think.
>>
>>52139354
>>52139320
You're both agreeing that Marines are a solid RP choice.

>>52139011
https://discord.gg/H5rAC
>>
>>52139139
Also, bear in mind that Chaos doesn't manufacture storm bolters, so maintaining yours might be slightly trickier as a mortal heretic.
>>
What is the opinion on human vs csm and what they can do in BC? I've only ever heard don't mix or use the splat careers.
>>
>>52140063
Only mix if you know what the hell you're doing, cause balance with both humans and CSMs is hell. Oh and make sure your human players know they're probably going to be overshadowed, at least in combat.
>>
>>52140063
I ran a game with a mixed party. The prominent members was the human plaguemeister, alpha legionnaire, and Veteran of the Long War. Due to superior role-playing AND roll-playing, the Plaguemeister became the "strongest" member. Now, that isn't to say physically strongest but the member with the strongest pull and the most followers. If the marines had turned on the human, the cult following would have murdered the marines.

So it can be highly variable but pure brute strength, it favors the marines.

Also, as this man says >>52140185
balancing both is hell.
>>
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>>52139633
He's actually not a heretic, he's a Ordo Sicarius initiate. My GM has cleared use of other books for items (but not talents), and Black Crusade only if it is definitely not chaosy. Belt Fed just sounds completely mundane, so he cleared it.

>>52139430
I realised halfway through that I was basically making Deadshot, so I cut out the middle-man, made the bolters micro and installed them in his cybernetic arms. I will...have to see about how fire selectors would work with that. Because Vengeance/Organ-Grinder/Metal-Storm sounds great.
>>
>>52140063
The splat careers are great, it's just that FFG don't organize their books well so most people miss the sidebar that says how much more XP core archetypes need for equivalence.
Rule of thumb is that mortals have flexibility with more starting XP and more versatile special abilities, Marines are combat monsters with bigger gear and combat-oriented special abilities.
>>
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>>52140185
I have been in games where the rest of the party was chaos marines, and I was an itty bitty psyker.

I ended up beefing shit in combat and exploded many enemy heads successfully. It feels like there's huge advantages of being an unbound heretical psyker than a standard sanctioned.

Not to mention there's a number of talents you can get to limit, or ignore the potential dangers of pushing for M-M-M-MAXIMUM CARNAGE. So yeah, disciples aren't completely overshadowed in combat, but you do need a bit of luck and a bit of planning, and maybe a lot of bit of insanity to make a disciple hold up their own in combat with chaos marine allies.
>>
What are some alternate career paths for someone in DH 1st edition who wants to pick up some face abilities?

Charm and deceive especially.
>>
>>52140327
What base career?
>>
>>52140608
Assassin.

It is terrible for social infiltrators. Even the Freeblade line has no charm. Fellowship is the most expensive upgrade path they have
>>
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>>52140759
You know, if you REALLY want to be more charming and sociable...
>>
>>52140759
I know there's an altrank for that, but I'm not sure where.
Lathe Worlds has Agent of the Lords Dragon, but I'm not certain that fits the feel you want.
>>
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So I want to have my players land on a mining world right before a tyranid invasion, what's a good place to find a good chunk of tyranid stats for BC or OW?

I'd like to start by bombarding the planet from orbit with spore mines, and maybe some mucolid spores as well to fuck over any attempt at flying off the planet before getting the good shit on the surface, or maybe just drop in a couple of lictors to start eating the local populace.
>>
>>52141746
I don't know about spore mines, but some of the smaller organisms out of Deathwatch: Mark of the Xenos, like rippers and gargoyles, should be appropriate, while termagants and Shrikes in Deathwatch Core should work well - Warriors are tough, so one of them acting as the synapse to a brood of gaunt variants (gargoyles for shrikes, termagants or hormagaunts for ground warriors).
Finding enemy statblocks is something I'm pretty shit at, so I tend to just make them up if they're not in a book I have open. R'myr's guidelines for converting weapons from wargame to RPG work fairly well for that, and I highly recommend them for sporemines if you don't want to just fiat them as wrecking vehicles.
>>
>>52138441
Interested, if Discord & you can start closer to 6pm your time.
>>
>>52142823
Also, discord has expired.
>>
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My Deathwatch game, Spess Mareen: Republican Commando, which mixed both 30k and 40k has come to an end a week back. I had a lot of fun with it, as did my players, although Deathwatch is a very stressful system to run, and requires a lot of discussion to get working appropriately. I did get a lot of good information and data from it, and the Legionary aspect was a great test for the next book. In keeping with the ancient accords, I am sharing the archives and stories from the games with everyone.

In Cour 1 of Spess Mareen: Republican Commando (Episodes 1-12), the players are a Deathwatch Kill Team sent to the Tiji Sector, to combat the Hellstar, an extradimensional, amorphous, cyclopean invader the size of a planet that can make even a Spess Mareen feel fear. Coming to grips with this revelation, the Commandos are forced to gather their strength until they can begin to understand the situation they've found themselves in.

http://www.mediafire.com/file/dxr1rl22aq7k6q7

In Cour 2 of Spess Mareen: Republican Commando (Episodes 13-25), the Commandos continue to safeguard the sector while seeking out the relics of their predecessors, and begin to embrace the long-forgotten title of Legionary. Making a pilgrimage to long-forgotten worlds to overcome the curse within their gene-seed, the Commandos finally discover an ancient Dark Age weapon that can take on the Hellstar on equal terms.

http://www.mediafire.com/file/6cv56daobld3que
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In Cour 3 of Spess Mareen: Republican Commando (Episodes 26-40), the Commandos, now armed with the world-shattering power of the First-Generation Interstellar Decisive Weapon "CRUSADER INVICTUS," strike back at the Hellstar where they can. But it is not easy to combat what is essentially a transdimensional virus that spreads memetically into lesser beings not strong enough to maintain a sense of self. The Commandos gather new allies, unite the strength of the past with the faith of the present, and finally embrace the destiny that was always meant for them - Praetors.

http://www.mediafire.com/file/aliq96q66sxf4qm

In Cour 4 of Spess Mareen: Republican Commando (Episodes 41-52), the Commandos have done everything they can to shore up the sector, and improve their chances of combating the Hellstar. Mopping up the remnants of threats to the sector, and providing services to the Mechanicum and Ordo Chronos for their own weapons, the time for a final showdown with the Hellstar and its kosmic Presence has finally come. Fighting a battle on both a physical and spiritual level, the Commandos push forward to score their greatest victory...and their greatest loss.

http://www.mediafire.com/file/rr35xtz7f6upf5e

We have come to terms.
>>
Each Collected Visions contains the archives, the unoriginal soundtrack, and other bonus material many have come to expect. I have also fixed up Chapter 3 of The Good, The Bad, and the Alpha Legion based on feedback and errors people have pointed out.

The Good, The Bad, and the Alpha Legion New Version
Changelog
-Raven Guard Darkwing Gunship now has a transport capacity of 16 Legionaries, lower than the base Storm Eagle.
-Stormbird now carries Dreadnoughts, with capacity rules.
-Alpha Legion Power Dagger now has the Fast quality.
-Iliastus Assault Cannon jam chance revisited, now significantly lower.
-Anvillus Pattern Backpack entry is now completed. It may be used on any Power or Artificer armor. Whoops.
-Minor text typos fixed.

As always, if people find any problems in things, let me know so I can fix. Next version of GBAL will have a version number for reference.
>>
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>>52143347
>-Alpha Legion Power Dagger now has the Fast quality.
>-Iliastus Assault Cannon jam chance revisited, now significantly lower.
>>
>>52143217
Hey Shas, what's your opinion on BC Mortals vs Marines? You've probably played BC right? What do you think is more fun/more RP options?
>>
>>52143347
Caedere Meteor Hammer should specify if it penalizes the wielder's or the target's evasion tests.
>>
Are there rules for primitive weapons like spears and bows?
>>
>>52143802

I hate Black Crusade. Can't stand it. That said, both mortals and mareens can be equally interesting - neither are subject anymore to the stoic indoctrination of loyalist mareens. You can have some who are ten thousand year veterans with a jaded outlook, or some who are fresh off the Imperium's boat and overwhelmed with freedom. Each concept is capable of being run with both mortal and mareen. It all depends on the player's outlook on how things go, as well as the GM's, as if nobody can agree on how to treat their mareens and mortals, you're going to have arguments. I had a hell of a lot of fun as an Alpha Legion Infiltrator, with a homie playing as a human psyker. We were both retarded, together.

Mechanically, however, there is no reason not to go Spess. The only difference between mortal and Legionary is 500 XP for the mortal, and a large amount of superior gear and stats for the Legionary. Since there is no XP penalty for the Astartes, advances cost the same amount as for a mortal, and with unnaturals and boosted characteristics, a Legionary can do anything a mortal can do, but better. And if he screws up, he has a higher chance of combat survival due to innate abilities, a cushion the Mortal lacks.

The only way a Legionary is held back at that point is by GM Fiat - a Legionary and Mortal may both score the same amount of degrees of success on a test to sneak through a crowd, but if the GM fiats the Legionary fails because he "feels" his size will make it more difficult, there is little the Legionary can do.
>>
>>52144226
>>52133113
For fucksake
The rulebooks do exist for a reason, you know
>>
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>Played my first game of dark heresy 2nd edition yesterday
>Trying to roll with my adeptas sororitas melee/seeker I made
>Only land 2 melee hits the entire game even with 50/50 granted those 2 hits absolutely murdered people
>Also have a hand flamer
>Only shot it twice
>Killed 7 people easily
>Just kinda sitting here like
>"Maybe I should focus more on getting a better flamer instead of a eviscerator"
I wanted to be the melee character and do cool things but it's deceptively challenging to actually hit things in melee with a meager 30 WS even when aiming and getting the standard +10 so I end up at a 50/50, not only that but some enemies can easily drop me below half health with a good hit. I haven't bought any talents for melee yet since it was only the first session, but I'm already thinking melee on my first character might be a mistake
>>
>>52144428
I was hoping for some homebrew shit for stone/bronze age weapons. Sorry for not clarifying enough.
>>
>>52144496
>30WS
Yes, a base 7/10 chance to miss will suck ass.
>>
>>52144496
Melee can be very powerful, but you want at least WS in the 40s for a dedicated sword-dude. And you will be using swords, because Balanced is too handy to surrender easily. If you want to be a good melee guy, get hold of a Best-Quality sword ASAP, or a BQ chainsword if you can afford it (You probably cannot). Good and Best quality will be your salvation.
>>
>>52144568
>>52144585
It was only the first session so I might be judging it quickly honestly. Once I get more exp I'll be sure to put it towards WS so I have better odds of hitting. As it is right now I I have a chainsword and a handflamer which seems to be fine, should I stick with chain weapons, also is it better to go for all out attack, multiple attacks or a weapon and pistol? I'm still pretty new to this
>>
>>52144631
Bluntly, for now, focus on stacking bonuses. Anything that gives you a bonus to hit, take it. Anything that gives you a bonus to Parry, take it. 30 WS is pretty shitty for a dedicated melee guy, so you need every bit of help you can get. Once you can consistently hit with a single attack, then grab Swift Attack, then pick either TWF or sword-and-gun.
>>
>>52144631
Consider grabbing a standard flamer and getting a chain-bayonet.

Also, eviscerator isn't super worth it. It's subpar compared to a standard chainsword since the regular chainsword gives you a higher chance of survival.
>>
>>52145522
>>gives you a higher chance of survival.
>He doesn't have a barely-suppressed sense of self-hatred or a death wish that he sublimates into violently murdering heretics
Look at this cowardly heretic, everybody. Look at him and hate him for the regulation two minutes.
>>
>>52139226
I'm talking amongst non-Marines for both of those. I understand what you're saying, I understand that it's not just a power fantasy, that it comes with its own set of vulnerabilities and such. They're just not the kinda vulnerabilities and strengths I have fun playing with.

For example last I played Black Crusade, I played a Nurgle Apostate, decked out in stolen Ecclesiarchy power armour. I was able to walk amongst the hive world we were on comfortably, and when we needed information on the location and such of this geneseed vault I was able to make an appointment with a noble house, posing as an Inquisitor, and socialised (read: deceived) my way through it. That's the kind of stuff I like, and it just suits a human character more.
>>
>>52144496
>a meager 30 WS
Why? If you're dedicated melee you should've maxed that out in chargen.
>>
>>52146214
It's literally my first game ever and that's what I rolled and put my exp into getting agility over 30 and getting more skills for RP purposes
>>
>>52139226
>>52146121
Also, inb4 an inevitable...
>a marine could've done that too!
For that instance sure, but I can pull that kinda trick in all sorts of places and really get into socialising with non-marines quite easily. I could also take my power armour off and really blend in.

Combat was also interesting, knowing I couldn't compete with the two marines in the party I focused on going for all debuffs, and Nurgle so I was tanky, so I could walk up through kinda the middle of the frontline just speaking tongues and shit to debuff whatever came at us. Was fun.

I guess the point here is that I just like the interactions with non-marines in the 40K games, and that really limits itself when you jump into playing an Astartes.
>>
>>52146398
>rolling

Were you forced to by the group? Rolling is godawful in these systems, there's a houserule you can try to soften it a bit but if you roll you should be aware of these exact risks.
>>
>>52146459
Yah the DM had us go down the list and roll for every stat and I ended up with a 30 for my WS
>>
>>52146523
Did you apply the advantaged/disadvantaged Attributes? And yes, rolling down the line is how you're supposed to roll, that's exactly why it's a poor system. Rolling is fine and dandy if you haven't got a character idea, but if you want to play something specific there's no guarantee you'll roll well for the specific Attributes you want.
>>
>>52146523
Yeah, if you're doing that, follow the rules and don't come up with a character concept until after you roll.
>>
>>52146579
Yah I made sure to roll the for the advantage/disadvantage, made sure to take feudal world so I had a better chance for WS, but that didn't quite work out
>>
>>52146630
Well, now you know why exactly not to roll when you have a specific character in mind. Ask your GM why he doesn't like pointbuy then (despite it being right there in the core book), or ask him if you can be allowed to roll attributes then assign next time.
>>
>>52144517
I'd just alter the Primitive rating, maybe add Crippling for something like a leiomano or Razor Sharp for a maquahuitl - base those off of Sword, Axe, or Great Weapon. If you want I can throw some stuff together; I've made similar things as Chapter Trappings for Deathwatch. Mortals won't have the absurd Strength Bonus to make them situationally effective alternatives to chainswords, so they can have the occasional special quality to distinguish them without being more powerful than pre-iron armaments should be. Let me know what weapons you'd like crunched and I'll make rules; I love highly varied nitty-gritty weapon selections like DH1e had.
>>52144631
Listen to >>52144688
I highly recommend sword-and-gun, as 2e has a painful amount of Talents needed to make dual wielding worthwhile and hand flamers are, as you've found, brutal against groups of weaker foes. Consider picking up a long-las if you ever expect to get into engagements at long range, since flamers don't have much more range than melee and will have consequences if used recklessly in flammable environments, while Accurate weapons don't require much investment to perform well in 2e.
>>52146121
>They're just not the kinda vulnerabilities and strengths I have fun playing with.
That's fair.
>>52146398
>put my exp into getting agility over 30 and getting more skills for RP purposes
That was a good call, honestly. Your flamer shored up your inexpertise with a sword (which fits Sororitas tabletop performance, fluffily enough) and Ag is a godstat for determining move distance and Dodge. A melee character with an Ag under 30 is going to have trouble waddling up to melee before the fight is over. RP skills are good to have, since putting everything in combat is both munchkinny and will royally fuck you over if you need to talk to someone.
>>52146459
>Rolling is godawful in these systems
Here we go again...
>>
>>52146703
If the rolling isn't godawful, why do so many people in these threads houserule it to roll then assign?

Do you roll RAW, straight down the line?
>>
>>52146885
I prefer to houserule it thusly, but I find the reasons not to to be valid ones, and not just because I enjoy grimderp.
I was more referring to the way the last thread was full to the gills of arguing about it.
>>
>>52146885
The subjective value of rolling is less certain than the subjective value of filling threads with variations on the theme of "I hate rolling and you're all going to hear about it every time it's mentioned!"
>>
>>52147261
I'm simply trying to make people aware of the risks of rolling, because clearly from >>52144496 we can see that people still are coming into these systems without being made aware of that, or without realising it for themselves before they chargen for the first time.
>>
>>52147305
If that was all you were doing, then no one would have legitimate issue with your posting.
>>
>>52147390
So then why do you have an issue with it? Let me guess
>"wahh rolling isn't bad"
Refer to >>52146885 and ask yourself the same questions.
>>
>>52147439
I have an issue with it because you aren't just making people aware of the risks of rolling. You shitpost about how much you hate rolling while trying to sound helpful and righteous, which is blatantly obnoxious when there are actual helpful posters to compare against. Then, any time someone tells you to fuck off, you try to paint them as someone who homebrews rolling to their own liking, as though that justifies your bullshit.
>>
>>52147519
See >>52146579
>>
>>52147541
See: every other shitty rolling butthurt post.
>>
>>52147587
I mentioned that rolling was godawful once, I then followed that up with this defence here >>52146885

You're the one pinning all this "shitposting" shit on me when I've done nothing but assist.
>>
>>52147610
If it's not you, then the solution is simple: stop standing in for the anon(s) that do it.
>>
>>52147637
I dunno, all I'm seeing is some guy sperging out and slamming me for "shitposting". I know I know,
>why are you bothering to defend yourself on a Mongolian finger paintings forum
Just 'cause I can really, I'm also trying to help this guy see that there's no problem here so he can calm down.
>>
What RT books should I look into for alternate career paths that are Astropath related? I'm starting to realize I made a massive mistake rolling an Astropath thinking I'd be able to Psyker it up soon. I'm hoping theres an alternate career I can get into to keep the character interesting or I'll just have to reroll altogether.
>>
For those of you looking for a DH2 game: >>52147982
>>
>>52148797
>pretty straightforward
So no ideas on a specific Ordo? Hmm, might be interested, if I can get a handle on any specific character ideas, maybe I could finally play an Untouchable...
>>
>>52149124
I didn't want to nail down a specific Ordo in the application and have everyone tailor-make characters for it. I'd rather have characters that are made in the dark and have to rise to the challenge
>>
>>52149174
Oh yeah of course, I mean even if I knew an Ordo I wouldn't tailor a character to that, but depending on Ordo could open up some interesting fluffy backgrounds. Our regular DH game we're Malleus, I think, but for variety's sake we're switching up what we fight all the time anyway. Which is kinda how the Inquisition generally is y'know, start a job not knowing if it's daemons or not, once you figure it out you're generally too deep to just let the job go unfinished.
>>
>>52149297
Fluff away! The Inquisition takes all who are useful. I figure Session 0 will be nailing down backstories and what not, with some introduction to the first planet if time permits.
>>
>>52148797
Fuck, I am so glad I caught this. I've been clawing away at stone trying to find a DH2 game to join.
>>
>>52148797
Well shit. I'd like to join but I work really wonky hours. I'd be able to make the fist game no problem since I have of work, but probably none after that.
>>
I'm going to re-ask an earlier question, are there any good advanced packages/alternate career paths for a Dark Heresy 1e Assassin who wants to develop some face components.

Thinks regarding Command, Carouse, Blather, Charm, Deceive, etc. The more the better.
>>
>>52150186
Tyrantine Shadow Agent?

It's basically doubling down on being able to lie and resist interrogation. You've already chosen an archetype with inherent access to "Blather, Charm, Deceive, etc." via the Freeblade branch.

The only thing you're missing is Command. Elite Advance? Homeworld? Other? It's one skill.
>>
>>52150594
Yeah, Freeblade just seems awful for me, since it's a one character party. I can't get step-aside or even +20 Concealment, which is crucial since I'm...always outnumbered.

I was just hoping those skills might be available with an ACP that allows me to get the crucial stuff out of Death Adept before I wait through ranks because late game assassin is like 80% melee, and the character is a sniper.
>>
>>52150704
If you can wait it out, there's always the vindicare assassin and unnatural agility.
>>
>>52148797
Rolling, pointbuy, or do you not care which? Assigning rolls allowed?
>>
>Untouchables can make a daemon susceptible to poison

Wut.
>>
>>52151311
Eh?
>>
>>52151320
I guess it's more of a case of the book's fudged wording than anything. Anyone else notice how many mechanical details are missing from some of these books? It's so sloppy, in contrast to FFG's newer work which tends to be incredibly well defined.

>Daemonic Anathema
>All creatures with the Daemonic trait within WPB metres of the character do not gain any benefits from that trait.
>Daemonic also grants the Undying trait
>ergo Daemons supposedly lose Undying, which makes them vulnerable to poisons etc.
>>
>>52151398
That's fine. Daemons are beings of the Warp, why wouldn't Warp-negated mutants make them vulnerable?
>>
>>52151419
Because in the very wording of Undying:
>This creature has a strange and barely understood physiology

Keyword: physiology. An Untouchable's "gift" disrupts the warp sure but shouldn't change a being's physicality, it shouldn't make a Daemon suddenly be able to contract the common cold. It's still a Daemon.
>>
>>52151429
The Untouchable weakens/cuts it's connection to the immaterium, making it more "real" and part of the universe. This grounds it in the rules of biology (such as they are in 40k), like needing to breath, or having blood instead of a river of rolling chaos energy.

Maybe it's a real creature, and it's invulnerability was a shield projected by the Chaos Gods, a shield that is now unable to reach the Daemon because of the Untouchable's unmagic.
>>
>>52151454
Hm, I like your reasoning. Personally if I was GMing I would have just overrode it and said they still get Undying, I doubt players would really be looking to poison a Daemon to death.
>>
Fluff question: could a greater demon that has expended a huge amount of energy/been grievously wounded/had part of it's soul trapped consume a lesser demon to regain lost strength?

Or are demons unable to destroy each completely, even if there is a power difference between them?
>>
>>52152963
A daemon cant be downgraded, they are made by their god in whatever form they start with.
A daemon could in theory absorb the essence of another daemon, though its far more likely that a mortal could do that.
>>
Lets talk tentative BLACK CRUSADE: Spess Mehrine edition

https://discord.gg/9tZsG
>>
>>52094331
has anyone played the Severan Dominate?

are they the 'good guys' despite rebelling against the imperium?
>>
>>52154155
No.
They're a threat to the unity of the Imperium and detrimental to mankind's ability to not get wrecked by xenos, heretics, and assorted other galactic horrors.
>>
>>52154155
>Dealing with Dark Eldar
>The good guys
mutually exclusive concepts.
>>
>>52151454
>The Untouchable weakens/cuts it's connection to the immaterium, making it more "real" and part of the universe. This grounds it in the rules of biology (such as they are in 40k), like needing to breath, or having blood instead of a river of rolling chaos energy.
I'm 99.99% sure that's wrong. Untouchables weaken daemons because they're pushing them out of reality, not grounding them in it. Daemons can't survive in reality on their own and require a constant IV drip of warp energy to maintain themselves in reality, and the Untouchable dicks their IV drip up.
>>
>>52154155
We once worked with them at a Black Crusade game.
Turns out, once you're in a desperate situation, even the "good guys" will allow you to sacrifice 888 prisoners of war to create a daemon engine.
>>
>>52154155
>good guys
That's a relative term. Everyone has their own motives for doing what they do.
40K doesn't really have groups of "good guys." The closest equivalent would be splinter factions like the Farsight Enclaves or the Ynnari, or particular subgroups like the Salamanders and Lamenters. Heroic individuals like Ciaphas Cain could be seen as good guys too.
40K is very much a shades of grey setting where most factions think they're the good guys, but in reality most of them are more of a charcoal than the shining white their propaganda would have you believe.
The Salamanders and Lamenters will go to extremes to protect even a single innocent human life, but they'll still raze a xenos village to the ground and put its inhabitants, even children, to the sword for the crime of inhumanity.
The Sevaran Dominate are one of countless rebellions against the Imperium, if one of the better-organized ones that hasn't been co-opted by Chaos... yet. Like most rebellions against Imperial rule, they have some legitimate gripes with the fucking horrible Imperium, and yet the Imperium requires their resources for the survival of all Mankind. Their line troopers are little different from Guardsmen in mind, body, or equipment - both sides are humans told relatively little and sent off to hose down people they've been told are inconceivably wicked with lasbolts.
>>
>>52155349
>Ynnari

kys fag. nu-canon not true canon.
>>
Just tuning in, So now that all the game systems are belly up, what are we expecting in the way of a new game anytime soon?
>>
>>52155750
Go chill with the fantasy nerds then, all this #notmywarhammer crap is already old.
>>
>>52155752
At the moment, not a damned thing unless the contract gets renewed.

Or GW will try their hand at it, themselves. Pic related if this ever occurs.
>>
>>52155771
Only old for people with shit taste. Must be nice to think any shit you're given is good.
>>
>>52155813
Has nothing to do with good. nothing in warhammer is good, it's all sci/fi ripoffs and bad ones of the past 50 years bundled together. it's awesome! but it's in no way good. it's enjoyable but it is what it is.

all that being said, it's their canon to fuck with, errata or delete wholesale, so, deal with it. the canon has changed and taste doesn't enter into it. ya goof. Now enjoy raging on your (you)
>>
>>52155795
man, that'd be sweet. Thanks
>>
>>52155813
>>52155771
Na na na na na na, na na na na na na
Na na na na na na, na na na na na na

GW just changed the fluff
I don't know where hit went
So I'm gonna get on /tg/
I'm not gonna give an inch
I got a brand new canon
And I'm gonna push it tonight
I wanna get in trouble
I wanna start a fight
>>
>>52155750
Nah, I have a will to live again thanks to Samurai Jack.
I choose to run my games at points in the timeline before those hideous excuses for Eldar existed, but I actually like them for pissing off Slaanesh and giving my Noise Marines army a proper target.
>>52155752
Homebrew. A buddy and I have been working on a unified system based off of DH2e but incorporating all the other gamelines and adding in other stuff, and the lack of new content from FFG doesn't make all our books disappear, so we'll keep playing til the sun goes out.
>>
>>52155895
>i run in an earlier timeline
THIS, THIS is how you deal with canon changes
>>
>>52155887
Pretty much the theme song of the 40k fandom since 2008
>>
>>52155752
Well someone picked up the Fantasy license from FFG so considering how much more popular 40k is and how GW has been pushing their IP i'd say we'll get a new system eventually.
>>
>>52156017
Except running a game at an earlier point in the timeline doesn't work because GW pretty consistently retcons past events too.

>>52156068
But what I don't get it why this is even a problem. Why does saying "I don't like the Ynnari and they don't exist in my games." or "I like the Ynnari and they're in my games" induce such rage in this community. The way /tg/ acts you'd think their view of the 40k canon is their religion.

It's pretty baffling and a bit meta, in the case of Imperial players.
>>
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Anyone remember M*A*S*H?
How plausible would it be to have an Only War campaign where the entire party is made up of medics working behind the front lines, fixing up other IGs? Possibly even a techpriest or two for augmenting/replacing limbs blown off by the enemy.

Would there even be much of a point to this, if IG is just thrown to their deaths freely, and shot by Commissars all day? I wouldn't mind playing a snarky surgeon irking off the local population and somehow weaseling my way out of a very-well-deserved boltpistol to the head through sheer charisma. Also trying to make my own alcohol in a tent somewhere, or stealing the Sergeant's brand new table fresh from Holy Terra.
>>
>>52156362
>How plausible would it be to have an Only War campaign where the entire party is made up of medics working behind the front lines,
That's entirely up to the group and the GM. It's certainly well within the bounds of the rules. Though medicae rules are a bit simplistic for what you might be looking for.
>>
What are some common mindsets for more radical individuals in the Ministorum? I have usually seen it is more of a free thinker mentality in the Imperium
>>
>>52156407
Radical like the Redeemers?
http://wh40k.lexicanum.com/wiki/Redeemers
>>
>>52156428
>>52156407
Oops, Redemptionists
http://wh40k.lexicanum.com/wiki/Redemption_Cult

But the Redemptionists, as I understand, are one of the more common radical sects.
>>
>>52156389
Might be entertaining to throw in some techpriest usage as well, since you might end up replacing plenty of lost limbs with low-quality mechanical augments, or light some candles for a high-ranking officer's steel dong replacement, and start rubbing in the sacred unugents. Not quite what they had in mind when they say you have to appease the machine spirit.
>>
So I need some clarification on the crit rules for only war. I see that the crit tables go up to 10, but it never mentions crits aside "Righteous fury." I think I missed something in the OW book, can someone help explain this?
>>
>>52156449
Kind of. I was wondering more along the lines of, "The end justifies the means" kind of sects or cults.
>>
>>52156246
>The way /tg/ acts you'd think their view of the 40k canon is their religion.

/tg/ invests itself in the hobby so much that an attack on the hobby becomes equal to a personal attack.
>>
Do kasrkin generally only serve in Cadia and its vicinity or can they be attached to a regular IG regiment in bumfuck nowhere? I checked the lexicanum page and didnt really get an answer, and the OW supplement which introduced them as a playable regiment talked about them serving as bodyguards for General Sturn(cant remember exact spelling of his name).
I'm asking because I am GMing an Only War campaign where my players wanted to be kasrkin, and I wonder how hard I fucked the lore when I made them to be special scouts for a no-name regiment. Kind of how IRL infantry battalions have attached tank companies.

Another question, are they how much stronger than PCs.of a "regular" regiment, if at all?
Thanks.
>>
>>52151005
Rolling with one free reroll
>>
Acquiring new gear doesn't seem to make sense to me, I may just be retarded, but how does my character go about trying to get stormtrooper carapace armor?
>>
>>52158580
In Dark Heresy, that is.
>>
>>52158580
Find a settlement, roll Influence. If it works, your Inquisitorial threats work and you locate someone selling Stormtrooper Armor

Or you contact your Inquisitor and ask for the armor, with your Influence being how much they like you
>>
>>52158656
I see.

Sorry if the answer is simple, English is my second language and sometimes things that seem simple just don't make sense.
>>
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I agreed to DM an Only War campaign for some friends. Last time we played I was not DM and played a ratling sniper which everyone seemed to get a kick out of since I did this terrible Irish accent and was constantly pulling the party into Kelly's Heroes-esque gambits to steal from the stormtroopers at camp.

Would it be overly self-inserty and cringy to have this ratling appear in the campaign as the camp's fixer/unofficial quartermaster/fence?
>>
>>52156582
You should've read the rulebook.
Regardless: Each character has a number of wounds (think hit points). Losing these is bad, obviously.
Righteous Fury, when caused, means you roll a 1d5 and apply the relevant critical effect to the relevant body part. Say a space marine bolters someone in the head and rolls a 10 on his damage. Bam, 1d5 critical explosive to the head. Note that this only applies a critical effect. There is no critical damage done.
But wait, you say! What's critical damage? Excellent question! Critical damage is what you start taking once you run out of wounds. Say you have a 13 wound guardsman and he loses all his wounds (poor him). He's now at 0 wounds, but isn't dead (assuming the combat isn't large enough the DM is ruling any NPC that loses all their wounds is dead, anyway). Yet. His lack of wounds now mean that any further damage will be CRITICAL DAMAGE. When you take critical damage, you consult how much you have and how much you'll have taken and to what location, and apply the relevant effect. For example:
Our guardsman, with 0 wounds, is hit with a frag grenade. Being a blast effect, it hits him in the chest. Say he takes 1 explosive damage (after reduction for toughness and armor, obviously). He takes the 1st critical explosive damage effect for the chest. Then say he gets hit with ANOTHER grenade that does 7 explosive damage to him. His new critical damage is now 8. So now you consult the 8th explosive critical effect for the body. He is now dead.

tl;dr: Righteous Fury simply applies the proper effect. Critical damage stacks and applies multiple times and is how you die in this system.
>>
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How's this character concept? Daemonworld exorcist ace? When daemons invaded he ran them over with his car until he got possessed. Possibly a null to explain why the daemons were vulnerable to vehicular manslaughter.
>>
>>52159159
He can't be possessed AND be a null
>>
>>52159202
Can just null part, not sure why i wanted to add it in the first part.
>>
Phonepostng, but remind me - is there a section in the DH2e book that details how the Inquisitor should be geared, or is it just up to the DM?
>>
>>52153910
... Why do invites keep happening just when I'm away?
>>
>>52157254

They serve all over the galaxy. Kasrkin get better armor and equipment than regular guardsmen, but probably can't replace losses easily now that Cadia's gone tits up.
>>
>>52157254
They serve in Cadian regiments wherever Cadian regiments serve. Cadian regiments are like IG Ultramarines and can serve anywhere.
>>
Any home brew rules for converting Deathwatch over to DH2?
I'm also wondering if I could replicate the Homeworld-Background-Role for Deathwatch. Homeworld seems pretty fitting, but generally Chapters recruit from specific homeworld, don't they? Role would probably be their specialisation (Assault, Devestator, etc), but other than that I'm perplexed.
I'm considering all this for a game set in the Horus Heresy, so maybe I'd be better served just homebrewing the whole thing
>>
>>52160569
>Any home brew rules for converting X over to DH2?

Yes, but they're shit and unbalanced and probably incomplete
>>
>>52160596
So they fit right in.
>>
>>52160596
Guess I'll be distilling the brew myself, then
>>
>>52160836
It's not that hard to find something, especially on the ffg forum archives.

https://rpol.net/game.cgi?gi=66321
This has some ideas. Haven't tried it.
>>
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>>52157537
Fuck me, alright...
>>
>>52159451
Inquisitors are greatly varied, why -should- they be geared in any particular way?
>>
>>52160569

At least the weapons are all started out.
>>
>>52157537
>>52161658
Actually, can I just ask why you won't allow pointbuy? It's right there in the core book even.

I have a specific idea of what I'd like to make, another player who has put in an application has two specific ideas, and you just can't rely on down-the-line one reroll when you have a certain character already in mind.
>>
>>52163973
So don't start with a character in mind.
>>
>>52163996
I'm sorry, but I've played so many other characters that I don't really want to play repeats.
>>
>>52163973
Point buy leads to min-maxing in my experience. I may allow for an array instead of down the line, but RAW worked for the All Sisters Party no problem.
>>
>>52164087
I'm not entirely sure what's wrong with min-maxing, you still get the min with the max. Also, rolling can lead to more mary sue/gary stu characters than pointbuy can.

At least consider doing an array.
>>
What are some clever ways to bypass the codex when it comes to numbers?
>>
>>52164569

Be an ultramarine and heed Roboute Guilliman's call for a second great crusade.
>>
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>According to the guidelines of the Codex Astartes, the armour of Librarians is blue with gold and yellow highlights, regardless of chapter colours.
>Blue and Gold
>No matter the chapter

Really SmufDaddy? Really?
>>
>>52156246
>The way /tg/ acts you'd think their view of the 40k canon is their religion.
/tg/ unironically prays to the Omnissiah and the Chaos Gods.
Perhaps more concerning is that those prayers are consistently answered.
>>52157254
>Do kasrkin generally only serve in Cadia and its vicinity or can they be attached to a regular IG regiment in bumfuck nowhere?
Kasrkin are Cadians, and Cadians serve everyfuckingwhere.
>>52158836
>Would it be overly self-inserty and cringy to have this ratling appear in the campaign as the camp's fixer/unofficial quartermaster/fence?
Sounds like a fun callback to me, I love cameos from old PCs.
>>52159475
Black Crusade: Astartes Edition still needs players last I checked. My drug-pushing Black Legionnaire won't see play if we don't get more players.
>>52160569
Been working on it. I'll consult my notes on the Role/Background/Homeworld clusterfuck, since there were some revisions made from its former state.
>spoiler
Yeah, probably. That actually makes things simpler, just make an expanded and modified list of Homeworlds, the 18 Backgrounds, and then Specialities as appropriate, using the army list and Deathwatch core as guidelines.
>>52164569
Larger Scout companies, more Librarians/Techmarines/Apothecaries, larger squads and companies...
Basically, anything outside the Companies doesn't count, so with a ton of Command Staff, Apothecaries, Techmarines, Chaplains, and such don't count. You could theoretically have a bunch of said advanced units "in training" considered a member of the associated chamber - Recclusiam for Chaplains, Armoury for Techmarines, Librarius for psykers, Apothecarion for medics...
Oh, and arming the Chapter serfs. They had to be badasses to make it that far, but having them pilot vehicles while Astartes handle infantry work served the Legiones well, and serfs proved their worth as a defensive force on Fenris on multiple occasions.
>>
>>52164631
Gold isn't actually an Ultramarine color, but it's rare to see a Smurf from any Company but the Second.
>>
>>52164631
Why wouldn't they want to emulate the greatest company of the greatest of all space marines?
>>
Are there any rules in Rogue Trader for planetary defense cannons?
>>
>>52155895
Confirming that there is a unified DH2e project. It is however fucking slow work because of practically having to re-write deathwatch character gen to handle the aptitude system (this does seem to result in a better astarte/mortal balance at least) and the raw number of books to go through and adjust material from. There are also many things that don't port well or need to be updated to match newer entries of similar items (or just flat become pointless with the updates the combat system recieved over 5+ core books) I estimate it'll take at least another 8 months to finish at best.

There will be a module to adapt some of r'myr's homebrew to the unified setting (pretty much everything but xenos to start), but it'll be separate from the primary for those that don't enjoy some of the elements of them.
>>
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>>52165827
I forgot to add, what's the level of interest in a project like this? I started out working on it for creating custom DH2 NPCs easily, but it's gradually evolved in scope.
>>
>>52165901
I'd be pretty interested in the DH2 NPC generator.
>>
>>52165901

Gonna start a Deathwatch game in a few months, so my group would definitely love something like this as opposed to the original system.
>>
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Made a gottagofast White Scar this morning for shits and giggles, but while kekking at Ag80 at character creation and an effective AgB of 10 for purposes of movement with power armour's +1 and another 2500 XP's worth of Agility advances, I started giving him actual character, so this evening I looked over equipment he might want... And what the hell, FFG.

>Power Sword: 1d10+6 pen6 Balanced Powerfield, Req20 Respected
>Power Falchion: 1d10+4 pen6 Powerfield Razor Sharp, Req25 Distinguished
>Chogoris Lightning Blade: 1d10+7 pen10 Balanced Powerfield, Req20 Famed
The falchion, ostensibly combining the cutting power of a Power Axe with the versatility of a Power Sword, merely gains the ability to slice through armour more efficiently, actually not even hitting as hard, so against anything lighter than power armour it's flat-out worse than the vanilla sword even without considering that it pays 5 req for the privilege of losing Balanced and requires 20 more Renown to access.
And then there's the Lightning Blade, which is literally just a better Power Sword 40 Renown later, and as a Relic is automatically Master-Crafted for +2 damage and +10 to WS tests made with it, including attack rolls and parries.
Does FFG just hate curved blades?
>>
>>52101908
x4
>double of a double is in effect
>>
>>52165901
As someone who CONSTANTLY deals with players asking about stuff from earlier gamelines, a unified system would be a godsend, and I check on every such project I can find.
>>
>>52094331

are the age-related treatments common among nobles and rogue trader dynasties? if so then, is it okay to have a character that's 110 yrs old but looks like 25?
>>
I can't find it anywhere, so I ask you:
Anyone has a Dark Heresy DCS 1st Edition apk?
>>
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>>52170707
>are the age-related treatments common among nobles and rogue trader dynasties?
They, along other the other upper echelons of Imperial society is the primary market for them. They're commonly known as "Rejuvenat treatments" or just "Rejuv".
http://warhammer40k.wikia.com/wiki/Life_Extension_Technologies
Generally Rejuv treatments are made from things most people consider unsettling if not outright horrific today, like harvested infant bone marrow, cloned tissue, foetal stem cells and stuff like that if I remember my fluff right. And that's before we get into cybernetic life extension which can get truly inhuman. See Belisarius Cawl as a prime example.

>if so then, is it okay to have a character that's 110 yrs old but looks like 25?
Sure, but keep in mind that they'd still have the behaviors and neuroses of someone who's lived that long in the 41st millennium. I personally like to emphasis that people who have undergone Rejuv may look 'in their prime' (late 20's to early 30's or so) physically, but some quality of their eyes reveal the fact that they're aged well beyond a normal lifetime. It's 40k after all, so I like to emphasis that extended life is not without its price.
>>
>>52101908
>>52168814
x3. The general rule is that doubling a double increases the multiplier by 1.
>>
>>52169792
Are they asking mostly about gear? or about talents/skills? it's helpful to get a feel for what the most used stuff is so I can crank out a preview copy hopefully sooner instead of later
>>
>>52171592
Not the fella you were replying to but I think character creation and advancement is the most important thing. Weapons and gear are more easily statted and you can wing stuff like spaceship battles and navigation, but there's no real guidelines to make a Space Marine, an Ork or use an Alternative Career option.
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