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/40krpg/ 40k Roleplay General

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"What's Old is New Again" 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: >>52173490

At what level of XP or rank do you think each system breaks down at, where the characters' skills begin to overlap and become too powerful? What is the "sweet spot" of each system?
>>
>>52272710
I've never had a huge issue with skills overlapping, really. Having three characters with an important skill like Medicae or Tech Use means that you can let one person focus on it while the others serve as backup, assisting for +10 or +20 on the specialist's rolls if necessary or dealing with other things. Multiple medics also means you can patch up your primary medic if they go down, or get multiple allies back up and moving if they're hurt.
I tend to favor high-powered play where the characters are either good at several things or very good at one thing. It makes for good roleplay opportunities, IMO.
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>>52272710
Well, we're into Ascension (Rank 10 or so, iirc) in my DH campaign and there still isn't significant overlap in a way that makes anyone redundant.
Everyone seems all around competent, but the specialists vastly out shine the non-specialists. So the Adept and the Mechanicus Assassin both know Tech Use and Tech Lore, but the adept is waaay smarter and has way more other lore skills, while the Assassin is a sneaky death god. Just about everyone can sneak around a little, but the stealth operatives can almost literally disappear. Likewise, the fighters are nearly unstoppable against anyone but other hardcore warriors, but everyone on the team can hold their own.
Really, it seems like a pretty good sweet spot: whatever the mission, everyone can at least participate, while the specialists continue to really shine in their areas of expertise.
>>
>>52272710
Deathwatch's nature as a mostly-combat game (in my group, anyway) means that once the party can start busting out the heavier gear, the only thing stopping all the characters playing the same is roleplaying. Although I've heard that Ascension DH1e can get really stupid if you're in the right classes - something about Vindicaires dodging orbital bombardments going off of RAW?
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>>52276892
Vindicares get dodges equal to their Agility bonus, so they can dodge six or seven attacks per turn, becoming effectively unhittable with, say, Dodge +20, Talented (Dodge), and Agility 70. I'm not sure about the orbital bombardment thing; that might be a joke you took seriously, because I'm pretty sure they're still subject to the normal limits on only being able to dodge Blasts if you can halfmove out of them.
>>
>>52277194
>dodge six or seven attacks per turn
You forget that they get the option to buy unnatural agility right off the bat, over a dozen dodges each round is very easy to get.

And yes, the same talent that gives them the extra dodges also says they can attempt to dodge attacks that are usually undodgable, though it does state the GM gets final say on things that it shouldn't apply to.
>>
>>52272710
On purely a character level, I'm looking for an interesting chapter to make my DW character - any suggestions?
>>
>>52278304
Exorcists
Astral Claws (pre-Badab but with some grumblings)
Relictors (pre-renegade)
Sons of Medusa
Red Hunters
Emperor's Nightmare
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>>52278369
I almost forgot about the Emperor's Nightmare's -- what kind of names do they have? Are they really based off of anything?
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>>52276130
>Mechanicus Assassin
Tell me more. What's his gear like?
>>
>>52278824
It depends on whether they were from one of the hives or one of the nomadic tribes.
Four of the five hives are primarily inhabited by fairly generic Imperials, so standard Imperial names are fine.

The nomadic tribes tended to have a mix of near-eastern names or central asian names. But honestly it's a hive world. You can get away with almost any needn't.

In either case, I highly recommend checking out the write-ups for their home world, Icelus, for a ton of inspiration.
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>>52278304
There are infinite options. I'm fond of the Raptors' slavic resignation and the Blood Jaguars' manically devout bloodlust, but the Brazen Claws are pretty neat as the Iron Hands who never really got past being angry about losing Ferrus to be properly bitter about it like the Iron Hands, and the Lamenters' stubborn refusal to stop looking out for mortals even when it shafts them every single time is wonderful.
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>>52279207
The Brazen Claws also recently got back from a failed crusade into the Eye of Terror.
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>>52279263
Oh yeah, I forgot about that. I honestly really like their derpy color scheme, and I love that they behave more like the fucking Flesh Tearers - who have the Black Rage and Red Thirst to contend with - than the Iron Hands, embodying a different aspect of the Legion that Ferrus was so concerned about.
>>
>>52272710
What are the news?
>emperor still dying but somehow not dead yet, how long that iv feed
>greater tyranid fleet still approaching weeew so scared slow like shit amirite
>necrons still not done with naptime and now mongering amongst themselves about egyptian lightbulbs
>dark eldar still raping in solitude
>chaosfags still raping in solitude, and just failing at fucking everything
>tau still expanding but actually not because too small to do even the tiniest poop of an impact
>eldar still oldfagging and crying about nostalgia but not dead yet just like emperor
>orks still killing themselves and the great waagh is just around the corner guys, like a really really long corner
Meanwhile in the ancient lizard race's pocket dimension they are still squabbling over all the memes they made
>>
>>52278304
Blackshield Astral Knight
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>>52279091
Don't have his sheet handy, but he's an Assassin from a Forgeworld. He was cyber-reconstructed after taking a bolt round to the face, and we've basically made him go full Six Million Throne Man. He's got a concealed power blade in his left forearm, and his right essentially can convert into a single shot bolt gun with the accurate quality (I think it's called the Solo pattern bolt gun?). Accurate+ Tearing+ being an expert sniper is nasty, but once he fires it he has to keep reloading every round so it becomes less insane . He also carries a fancy plasma gun for when the group is expecting straight combat, and has a silenced fancy auto-pistol for when he's sneaking around and needs to kill mooks without being noticed.
He usually doesn't wear much armor due to his mechanical shell, but he does have some carapace that integrates with his cybernetics so that he can effectively get +1 armor for when they're going loud.
His most treasured possession is an ancient text describing the building of steam locomotives which he rescued from the Library of Knowing after the Arch Heretic Sinderfell attacked.
He's baaaad news for anyone who runs into him, but after years of serving the Machine God is also a whee bit nuts. He talks to his weapons and the teams servo skull... and they talk back to him.
>>
>>52277194
>I'm pretty sure they're still subject to the normal limits on only being able to dodge Blasts if you can halfmove out of them.
As someone who recently created a vindicare character for a high level game (that then went nowhere), I can point out you're wrong in general terms.

>Additionally, the Assassin may attempt to Dodge any attack, including attacks that are not normally eligible for a Dodge Test, such as massive explosions, a descending titan’s foot, or an invisible psychic attack (The GM should make the fnal decision on which attacks may not be Dodged, and at his discretion, this ability may not apply).

Orbital bombardment may wind up with there being nowhere to dodge to, but they definitely tick the box for the term 'massive explosions'.
>>
On a scale of 1 to 10, how rogue trader is having a forearm weapon mounting plasma pistol with the in character logic of 'if it overheats, I can just buy a new arm'?
>>
>>52280740
Love it.
>>
>>52280740
It's fine, but I'd still have velcro straps or something set to cut it loose in the event that I don't want to arbitrarily fuck my shit up.
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>>52281400
But where's the fun in that?
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>>52281408
If the goal is to show off how much you afford to waste profits and influence, then get a squad of crack troops armed with forearm mounted plasma weapons.
>>
How far can Rogue Traders push tech-heresy before the Mechanicus sends out someone to tell them to knock it off/eat a bolter round?

Like, xenotech small arms are one thing, but what constitutes too much to tolerate for tbe AdMech?

Asking for a friend who is totally not thinking of installing xenos cybergear.
>>
>>52281595
Depends on several things. What sector is the RT operating in? How many artifacts has he traded to the admech in the past? How obvious and flamboyant is the friend is question being with their cybergear?
>>
Is it a good or bad idea to go on a tyranid hunting expedition in a space hulk with the intent to keep the bodies in the cargo hold to sell to either the adeptus mechanicus' biologis department, or the ordo xenos depending on who offers the most thrones for it in rogue trader?
>>
>>52281595
It depends on which agents of the Mechanicus discovers it. The Divine Light of Sollex might be quick to send assassins, but among certain members of the Disciple of Thule it may even be promoted. It also depends what type of xenos cybergear. A brain implant found on a long dead world that has a built in personal AI may be declared Silica Animus and hunted down by Tech Assassins and worse.
>>52281960
Seems like an opportunity to get genestealers on board, a lictor stalking you down, or an Ordo Xenos investigation on your ass. You are better off going hunting somewhere else with less dangerous prey. There is also the added danger of pathogens or toxins being spread somewhere in the ship.
>>
>>52281960
>>52282016
Not to mention the fact that Space Hulks tend towards being highly nuclear, one of the main reasons that Terminator armor is used during Space Hulk clearing.

But then again, a little radiation poisoning never hurt anyone
>>
>>52281960
>>52282128
There's even the Old One Eye situation that might be forgotten about. Since Tyranid biology is so strange, just because something looks dead doesn't mean it couldn't be eating poor crewmen several hours later after it regenerates. And while a Carnifex may not be stealthy, a Ravener on the other hand would be terrifying.
>>
>>52282016
>>52282128
>>52282197

Well, the expedition's being lead by the rogue trader, who comes from a family dynasty of space hulk salvagers, if it helps.
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>>52282227
I assume this is in the Koronus Expanse. Very few individuals in the Expanse have knowledge of the Tyranids, and far less have knowledge of their biology so something nasty is far more likely to happen such as Old One Eye. It isn't like you'll be encountering one Tyranid either, you'll likely be encountering swarms of genestealers who are deadly to even Space Marines. You'd be better off contacting the Storm Wardens or the Ordo Xenos so they can handle it. The arrival of Tyranids in the Expanse would be something worth investigating by the Ordo.
>>
How many times can you advance a characteristic?

You can buy up to +20 with XP, but can you ALSO take a +5 from the free characteristic advance, AND +5 from class bonuses?

For example a Weapon Specialist takes a +5 free advance to his BS, then gets an automatic +5 advance to BS from being a Weapon Specialist, and then spends XP four times to get +20. He has now increased his BS 6 times, or 30 points, from his initial rolls. Can he do this, or does the free advance and Weapon Specialist bonus mean that he can only advance it 4 times total?
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>>52283094
I take it you're playing Only War. Speciality bonuses and purchased advances do stack, but I don't know where you're getting the "free" advance from.
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>>52283785
Oh yeah, sorry, Only War.

So there are no free advances? I must be thinking of WFRP. Then you can have up to 5 advances? Not 4?
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>>52283863
Dark Heresy 2e does up to +25 on characteristic advances.
>>
>>52281595
The RT writ applies to their own bodies and person. It's a muddled legal issue if they were to step onto an imperial planet or something but the authority of the writ is from the High Lords of Terra themselves.

If it's on their ship or beyond the borders of the Imperium itself they can pretty much do what they want, and Explorators can get pretty fucking xeno-deep or heretical under their own authority, as they're sorta supposed to be studying this stuff to an extent.

I mean yeah they can send Tech-Assassins, or the Ordo Xenos could start asking questions - but really only if the RT is operating in Imperial space.
>>
>>52283863
There are no free advancements unless you count whatever bonuses your Regiment or class grants you to start with. Once char gen is finished, you can advance a stat by 20, that's it baring demonic pacts or other GM foolery.
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>>52284047
>Once char gen is finished, you can advance a stat by 20, that's it baring demonic pacts or other GM foolery.
Do you have a page for this? My players are going to throw a fit if I can't cite it
>>
>>52284103
Page 102 of character creation. The only "free" advancements are in the advanced specialties section of HotE and SoH.

Did you not have time to read the book?
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>>52283785
You can only advance a stat four times by XP is basically what is being said. There are other ways that it can go up, sure.
>>
>>52284103
Page 102 in the core book. The only way to advance a characteristic is by buying an advancement with XP. There are no other rules as far as I know of to gain points in a characteristic outside of situational bonuses due to Traits/Talents/Cybernetics. Once a player rolls their stats, those numbers get modified by their regiment and class and that's it.
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>>52284201
>modified by their regiment and class
But that's exactly what I'm referring to. If a PC has +5 bonus from their class, can they then advance the same stat 3 times or 4?
>>
>>52284247
The Regiment bonus does not count as an advancement, it's a flat bonus OR penalty at char gen. You could have a -5 just as easily as a +5, o a +/- 2 o 3, it does not matter. You get 4 advancements, that's it.
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>>52278304
Vorpal Swords
The only Chapter who survived the Abyssal Crusade and purged hundreds of Daemon Worlds in the Warp
>>
>>52284290
This. The advancements are you paying the 250/500/750/1000 (or whatever) to increase the stat. You can only do it that way four times.

There are other ways the stat can be increased, like a regiment bonus, daemonic pact, or a cybernetic implant or something. Those are not advancements.
>>
What kind of xenos can DH2e characters with around 3k experience fight?
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>>52284572
Orks
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>>52272710

How can I best run an Only War solo game where the player will be playing a Skitarii Ranger Alpha? I'll be using the "Mars Needs Women" PDF.
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>>52284572
It depends on equipment.
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>>52284718
Basic Bitch equipment
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Question for those who've played a lot of 40kRP.

What is the hardest monster in any of the books? I'm guessing one of the greater demons? So what are the hardest monsters that aren't outright "boss" monsters?

I like to read the books but have nobody to play with.
>>
>>52284842
2e genestealers
>>
>>52284667
Have him sit in a bunker by himself as he dispatches robots out to an AdMech style Maginot line.

You should check out the short story "Steel Brother" by Gordon R. Dickson for inspiration. It was written in 1952 and is about a guy stationed alone on an asteroid defending the frontier, he has some like... robot drones he can send out to patrol as well as a brain-jack sorta thing that gives him access to the experiences of the previous operators of the asteroid (consider it like an AdMech MIU, Mind Impulse Unit.)

It has a pretty fucking inspiring and cool ending that Im not going to spoil but that I think could be worked into the story of a single AdMech Skitarii that could get your player really pumped and I could see as fitting for a Skitarii vibe.
>>
>>52284842

From my experience, it is either when the GM decides to throw the most dangerous grade of Demonhost at us or create an Archmagos level Heretek NPC who was exiled from Ordo Reductor.
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>>52284857
Where do I find their stats?
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>>52284891
Page 98 of enemies without.
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>>52284840
Shitty Orks, Tau Pathfinders, Kroot, Termagants, Hormogaunts.

Definitely not Eldar or Necron.
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>>52284842
>>52284857
>>52284878
>>52284898
I always got the impression Slaugth were apeshit powerful.

Looking at Master Nonesuch from "The House of Dust and Ash" I thought how the fuck are normal or slightly above normal parties meant to fight this monstrosity.

Regenerates like a mad bastard, is an untouchable and has a disintegration ray.
>>
>>52284842
I don't know, situational context really matters in RP fights, as well as player equipment.

Anecdotally one of the deadliest things I ever ran up against in an RT game was the Navigator of a pirate ship. That fucking Warp-eye, man.
>>
>>52284874

What about following the fluff and instead having said PC lead normal Skitarii?

Your idea will, however, be used in a GURPS game down the line--I love it.
>>
How do you guys houserule the medicae skill, if at all?

And if not, how exactly is it "supposed" to work?

My DM's doing this thing where I can roll medicae and heal a person for x number (I forget the exact equation this is plugged into) of wounds during combat, but I can only do it once per actor per encounter. He got this from some streamer because he didn't like how the rulebook handles healing.

As per the official rules it seems like the medicae skill is good for exactly nothing during combat, barring a circumstance where a party member manages to start taking critical damage.
>>
>>52285029
To clarify on DM's houserule: It's DoS + Bonus up to a maximum of what is now 20 until that actor goes through the extended care thing.
>>
>>52285029
>>52285068
Which line?

That is how it works in OW and 2e.
>>
Am I really supposed to be giving 400 xp per session to my OW players? After just 5 sessions they've earned 2,000 xp, and that's on top of the XP they got for picking regular classes. Are they advancing too quickly?
>>
>>52285264
You can give however much exp you want. It's your game.

It really depends on how powerful you want your players to be at certain points in the campaign.
>>
>>52285264
Did you have even a general idea where they will be after each session when you started? How many sessions do you want to run? How high should they be when you wrap things up?
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>>52285264
I give roughly the same amount to my DHe2 players. Somehow they are still, stupid, squishy pussies.
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>>52284842
I've so rarely faced anything out of the books that I don't even know. Fucking Hive Tyrants go down like bitches to a halfway competent Deathwatch killteam, and I doubt Greater Daemons or Daemon Princes are that much more threatening.
However, properly cheesed-out Magi Militant like the one mentioned by >>52284878 are fucking monstrous. Sometimes the scariest thing in the books isn't an enemy entry, but the things a vicious GM can do with the character creation chapter - on which note, I hope my killteam survive long enough for Deployment #6.
>>52285029
So few groups I've played with bother taking a medic that I can't be bothered to learn it for every single system, so I just assume that you can roll medicae once per person until they take more wounds, but can't heal them for more wounds than what they've taken since they were last treated - so if someone gets stabbed twice and you bandage them up, they get some healing, and if they then proceed to get themselves shot, you can heal that too but it won't be able to fix anything your prior First Aid roll failed to, just the new injury.
>>52285264
That's pretty generous IMO, but it lets them advance reasonably fast, picking up fun stuff as they go. As I see things it's more a question of whether they're outstripping your plans for later encounters more than whether there's a right or wrong amount of XP.
>>
>>52285005
>what about following the fluff

Do Skitarii not work with Servitor troops or something?
>>
Ok, so some more general questions.

I'm in an Only War game, playing as one of our two Heavies. I'm packing the Heavy Flamer, myself, and enjoying it quite a bit.

My issue is that I'm not entirely sure where to take my character. I feel like specializing in the flamer might be worthwhile, but I'm not entirely sure I'd be happy with that, especially since flamers look like they tail off in power as players get stronger.

So I'm not entirely sure what to do with the character. I thought about perhaps going Brawler, but I've only got a 30WS and STR, and that's after a single STR increase. None of the other specialties seem to suit the close range aspect of the character idea too well. I have a 40T and a 39WP, but I don't see a lot to do with those stats besides make my character even tougher to kill and more fearless.

Any general ideas of what to do with the concept?
>>
>>52286155
Heavy stubber with tracer rounds.
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>>52286226
Other heavy is the stubber user.
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>>52286270
Rocket launcher?
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>>52286292
Regimental favored weapon is already a heavy flamer.

I don't really feel like the answer is just to switch which weapon I use, to be honest.
>>
>>52286305
If you're a ranged character in need of more ways to contribute in combat, a sniper rifle or long-las makes a decent backup for picking off targets at longer range than a flamer can reach, but for something less dramatic, you could start collecting grenades. I love hoarding them, tallying up how many I've used, testing them in the field, and always having something appropriate to the tactical situation when I need it. Need to sow some mayhem to give your team the edge? Hallucinogens. Got some squishy unarmored targets that need cutting down? Frags. Traitor Astartes, or light enemy vehicles? Kraks, and pray it doesn't Scatter.
If you can get them, incendiaries are nearly always good, plasma is fantastic, and xenofilament is filthy murder on par with man-portable autocannons.

As for ways to spend your XP - if you're not sure about sticking with the flamer long-term, I'd definitely hold off on the flame specialization talents, but there's plenty of other stuff to spend it on. You've already taken some Characteristic Advances; keep building on the stuff you rely upon. Take a look at what Skills you have matching Aptitudes for, and maybe buy up Dodge a little even if it's pricy, just in case.
>>
>>52286305
Bulging Biceps, Heavy Flamer, and get the flame talents.

Go for Master of Ordinance. Be the cleanup crew to artillery strikes with your flamer. Your buddy will get a mortar. He takes long range shit, you take short range shit, the other heavy and other characters get the middle. Be the apocalypse you've always wanted to be.
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>>52285711
>>52284878
What makes Magi types so hard to fight?
>>
>>52286044

They do, but skitarii are separate forces from servitors. They're religious zealots who can get upgraded mid battle by a magos. Servitors are more a techpriest thing.
>>
>>52287287
In general, Tech Priests are naturally very tanky. They also get a slew of special attacks and abilities that are very annoying. And then there is the fact that high end AdMech gear is straight up bullshit overpowered as fuck. They also make use of minons that tend to be pretty powerful in their own right. So you end up with a character who has a high as fuck armor, lots of Wounds, can ignore most special damage types, has a number of very useful inbuilt special attacks, is armed with probably at least 2 very powerful guns and melee weapons that make regular power swords look like toothpicks AND they are throwing heavy weapon armed bullet sponge murder servitors at you. And all of this is happening in their secret lair that is probably filled with all sorts of traps and you've probably already had to slog through hordes of their minions already to get to them. Giving it all a Heritek treatment and now everything has been powered up even more becasue of Xeno or Demonic upgrades to everything.
>>
>>52287287

The Ordo Redactor have, in their protected and obfuscated possession, the most destructive relics from the dark age of technology; the very worst of which can do things like threat the continued existence stars--making a nuclear hurricane the size of the eye of Jupiter is a simple party trick for their Magoses. In short, they are true mad scientists who constantly skim the line of tech-heresy.

See this video for its subtitles and music: https://www.youtube.com/watch?v=uSioAPCd3Do
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>>52287287
They're dead hard, between Toughness advances and cybernetic bonuses. And they tend to have a LOT of cybernetics, doing everything from eroding the Toughness of nearby foes with radiation poisoning, letting them reroll any and all failed Awareness tests for free, fly around and get Fear (1), hiding swords in their forearms, trading Reactions for extra attacks on the enemy's turn when said foe can't React to Evade...
They've got toys no one else does, from Felling 1 Lance 2d10+2 monstrosities they pass off as Basic weapons to radcleansers or even stuff as simple as servoarms and integrated lathe-lasguns... And then there's the really bullshit stuff, like the Alatus Jump Pack.
They've often got similarly cybered-up minions, from Skitarii or Crimson Guard to actual fucking combat automata left over from the Great Crusade, often mounting some of the best line trooper equipment available, from unjammable Tearing lasguns to a little something called the Mauler Bolt Cannon. If it's a Heretek, you also get to contend with Pulse, Splinter, or Gauss weapons, and you had best pray they didn't get involved with daemonshit.
>>
So I've seen a couple people say that when you get x amount of bionic implants, you get the machine trait. Now after playing these games for 4 years pretty consistently, for some reason I've been totally unable to find this rule in any of the MRBs. The closest I've found is most systems saying that limbs give +2TB to their limb.

Is it made up, or do I have a very specific form of blindness?
>>
>>52289515

There is the "Flesh Is Weak" talent from Lathe Worlds, page 57, which gives Tech Priests & Crimson Guard the machine trait. This represents replacing up to a very high about of internal organs and such with common quality bionics. I think this talent was originally found in Rouge Traitor for Explorators.
>>
>>52289549
*Rouge Trader

Dammed corrector+fast writing!
>>
>>52289560
*auto corrector
>>
>>52289560
*Rogue Trader
>>
>>52289560
>Rouge

Am I the one cringing around here because of this
>>
>>52289560

>>52289573

*Rogue Trader
>>
>>52289549
>>52289560
>>52289573
>>52289624
Scalawag Salesperson
>>
>>52289636
*Thief Retailer
>>
>>52285264
400 is actually a LOT less than you think in the long run of things unless the pc has multiple aligning aptitudes in what they want to take.
400xp a game is enough to get most skills trained, which is good because basic competence, or enough to start making bumps in 1 thing every session.
But remember, something like Peer, a tier 1 talent that represents getting in good with a group and nominally must be earned in play, costs 600xp for a player who isn't fellowship strong.
>>
>>52285029
>medicae skill is good for exactly nothing during combat
Correct, it follows the pretty standard "realistic" approach most RPGs do in that it takes too long to dress wounds and stuff middle of combat. Your only real option for mid-combat healing is Biomancy.

Also you should be healing for DoS plus your Int bonus for First Aid.
>>
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>>52288837
>>52289038
>>52289434
That is very intense.

How do you fight one? I'm amazed players don't get the shits with a GM.
I'm guessing you can't best them with some easy peasy long range blast as a GM would think of that.

And I thought the hardest thing I ever saw was that sorceress of the Pilgrims of Hayte from Disciples of the Dark Gods with a bunch of fate points.
>>
>>52286155
Can you become an Untouchable in OW? Could make use of your 39WP with that.
>>
>>52280191
Very cool. I'm a forever GM but I will include a similar character in my game. Probably as a henchman of a rogue Magos.
>>
>>52289654

jerk merchant
>>
>>52289926
Good taste in mortars.
No, if you really want to mess with high level tech priests, then haywire is the way to go.
It usually takes away every advantage they have, and if their limbs are replaced with bionics they are completely immobile.
>>
>>52289926
There are a handful of very specific weapons that can wreck the shit out of things with the Machine trait or that are heavy on cybernetics. If you build specially for it, then the hardest part of beating a Magi is getting the first hit in and disabling them before they can melt your face off.
>>
I have seen some kind of expanded Character Sheet for DH2E, with dedicated pages for psychic powers, vehicle and such (about 5 pages) and I cant seem to find it anywhere.
Does anyone know what I am talking about, probably even have it?
>>
>>52286440
>>52286386
Hmm, giving me some ideas, thanks.

Why would I get Bulging Biceps with a Heavy Flamer? It provides no mechanical benefit.
>>
>>52290160
Reprobate Marketeer
>>
>>52290732
Yes it does. Mechanically if you are firing a heavy weapon with spray quality unbraced, your targets get a bonus to the Agility test to not get hit, instead of you taking the minus to shooting. Works in a similar fashion as when you shoot a spray weapon that you don't have training for.
>>
>>52290995
Interesting. Mind citing the specific spot where it says that?

Also, can you carry a Heavy Flamer alone? The profile says that it requires two, but I have the carrying capacity to lug the whole thing myself.
>>
>>52290995
Not that anon, but checking it myself it seems the rules for bonuses to agility tests for untrained/unbraced spray weapons don't actually exist in BC and OW by RAW, not even in the erratas.
>>
>>>>52291069
I don't know specifically where it is in the Only War core, but I know it's in DH2e, which is based off of OW ruleset. Of couse you can carry one by yourself, haven't you seen the guardsmen models that carry heavy flamers, and if it's a mechanics thing that your GM brings up, just use an ally to carry the canister part.
>>
>>52291180
Really? I'm surprised, thought that was obvious thing to include ha.
>>
>>52291258
Oh, your ally is meant to carry it, of course.

But if I'm actually going for MoO, then I'll need to be able to carry the piece on my own.

Hilariously enough, my Fel is a wonderful 20, so I don't think I'm going to be too accurate with that Mortar. But that might be even funnier.
>>
>tfw you want to run a SoB/ecclesiarchy game but you know you'd only find autists.
>>
>>52289926
Long ranged blasts solve everything and anyone who says otherwise is a heretic.
The trick is getting them targeted properly.
>>52291069
>Also, can you carry a Heavy Flamer alone? The profile says that it requires two, but I have the carrying capacity to lug the whole thing myself.
This is what Comrades are for. In OW you get a free NPC, and for heavies his job will generally be to help you carry your shit.

>>52292252
I've got a few Ministorum nutters lying around in my concept binder but my schedule is full up.
>>
>>52292716
No, I get that.

But the issue is that if I go for Master of Ord, I'm going to want my Comrade out of Cohesion to make use of the mortar and artillery. But if he's out, he can't carry my shit for me, so I need to be able to carry it myself.
>>
>>52292252
Running on a Monday? I might have room
>>
>>52292252
What's the concept beyond Ecclesiarchy focus?
>>
>>52292782
Ah. I'm not super familiar with OW, sorry. Can Heavies get a second Comrade? I've heard Sergeants can get something like a dozen.
Failing that, I'd look into getting suspensors.
>>
>>52281892
>>52282016

As far as we can tell, it's supposed to allow a normal sentient being to see into the warp as well as any Navigator, without any penalty other than the slow mutations that all Navigatora go through.

Fairly certain there will be more than that, but that's the risk of using it. Visually, it's waaay too fleshy and high-tech looking to be anything human made. Or eldar, for that matter. Think a mix of cyberpunk with dead space style super-fleshyness, so REALLY conspicuous and not at all Mechanicus-kosher looking.
>>
>>52297967
They can't. Commanders can, and can pass them out, but they're the only ones.
>>
This is probably fairly obvious, but I want to make sure I'm doing it right. In Black Crusade and DH2, does Unnatural toughness apply to damage soak? Say I have a TB of 4 and Unnatural and 4, for a total of 8. Does that mean I soak 8 or 4?
>>
>>52300390
There's no phantom Characteristic Bonus ranks from Unnatural Characteristics, so it applies every time it applies, unless the thing that applies it says base Characteristic Bonus.
>>
>>52300390
You soak 8. That another nigger was being an unhelpful faggot.
>>
>>52300390
Why would you think it doesn't?
>>
>>52300521
Thanks

>>52300539
I'm just going through some of the daemon stat lines in the core books. Seeing an unnatural toughness of 10 on top of having 6 armor is quite a lot of soak total. I guess this is why felling is such a big deal.
>>
>>52300573
Daemons are actually terrifying in 2e compared to their BC incarnations.
>>
>>52300573
>Thanks
You're welcome
>I'm just going through some of the daemon stat lines in the core books.
That might be confusing then. The Daemonic traits counts as an additional Toughness bonus modifier. (Unnatural Toughness and Daemonic traits are additive[THEY STACK TOGETHER] with the base Toughness Bonus of said creature. Check out the Greater Unclean One for the best example. That thing is super tough.)
>>
>>52300521
I may be a faggot now for being "unhelpful", but you sir, are a tremendous cunt.
>>
>>52300629
Next time, be helpful or fuck off. Easy as that. Or do /tg/ a favour and kill yourself.
>>
>>52300661
Make me. Oh wait, you can't. Take your own advice. Apparently it'll cut the shitposting here dramatically.
>>
@52300747
>shitposting
>Make me. Oh wait, you can't
>Apparently it'll cut the shitposting here dramatically.
>Giving clear answers
Boy, I am laff.
>>
>>52300573
Yup, that is exactly why snipers and psykers are the daemon-killers.
>>
>>52301399
>snipers and psykers
>>
>>52301447
Are you blind? Yes, that is what I typed. Do you have some differing opinion you want to share or are you just going to leave a vague shitpost?
>>
So, Heavy Flamer dude one more time.

My major issue is as discussed before having to do without my comrade once I go Master of Ord. I was looking at attempting to just burn xp towards getting my carrying weight up that high, but it's insanely expensive to do so.

Am I crazy for thinking about taking fatigue related talents and just trying to tough it out being Encumbered?

Stuff like Tireless to just ignore whatever fatigue I pick up, etc, etc.
>>
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How do many of you play 40kRP?

Do you meet face to face in groups or do you play online?

There's nobody that plays it where I live (Brisbane, Australia) so I'm wondering if I could give it a whirl with some online groups but I'm not sure of where I'd start looking.
>>
>>52301658
Myth Weavers is a good place to look, as long as you go in well aware of the downsides to PbP games. You can also try finding a Discord that's focused on 40kRPGs and try to find a game there, but then you face time zone difference issues. I have a buddy that lives in Brisbane actually, and I know how much of a pain it is to get him involved with stuff becasue o the time difference.
>>
>>52301563
Check out Suspensors - gravplates to have Heavy weapons' weight and allow you to use them while moving more easily. They're not easy to come by but they're worth looking into.
>>52301658
I've only ever played online, aside from one particularly ill-fated Only War game I tried to run, but every game I've played has been with fa/tg/uys from this thread, and I've had a good time pretty consistently.
>>
>>52301784
Yeah, play by post?
I couldn't do that, I'd rather we're all in a Skype room.
>>
>>52302107
I loathe play by post, and avoid MythWeavers like the plague, but I've played with Ausfags before. With a decent contact network of acquaintances and acquaintances of acquaintances it's not too hard to put together a group that can come together for a few hours once a week. My advice would be to avoid MythWeavers and GameFinder and just lurk here until someone pitches something that fits your schedule, but I've heard some good things about roll20 matchmaking.
>>
>>52301658
>There's nobody that plays it where I live (Brisbane, Australia)
Last time someone asked about that here, I thought the same thing. Guess there is.
>>
>>52301658
>There's nobody that plays it where I live (Brisbane, Australia)

Buddy, pal, mate o' mine you are so fucking dead wrong.

>live in the third biggest city in Australia
>wahh no players!
Are you just incapable of finding shit out for yourself?
>>
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>>52272710
I have a question for you /40krpg/.
When my dm allocated the class/roles of our merry band of misfits; I got the scum.

Now I am planning to take the reclaimer alternative rank from the inquisitor's handbook and solve the money problem by having a trade.

But any tips on actually playing a scummer?
I've never actually tried playing the weaker end of the spectrum of 40k.
Anything I should know or mindset I should have going into this?

Any books or background info I should know of?
Tempted to take the voidborn smuggler package for that sweet sweet Talented (Concealment) talent.
>>
>>52303685
So where do all the brisbanite rpg'ers hang out online, then?
>>
>>52304143
Vault Games, Ace Comics and Irresistible Force are all gamestores with Facebook pages, and would all be easily be found with a Google search. Do you want everything handed to you on a silver platter?
>>
>>52304193
Not really. Different guy, and I already know that much. From the way you're sperging I figured there was something extra, more obvious, and directly available online.
>>
>>52304231
Online not really, but actually going outside (gasp) Brisbane has a fucking huge tabletop games and general nerd scene. I also forgot Good Games as well, that's 3 "underground" niche game stores in the city and one a bit further south. There's a reason shit like Yahtzee's Mana Bar can actually survive here.

There's also a big scene at QUT spanning several clubs that you could probably slip into without being a student as some events are held at local pubs and shit, at the very least you could find them on Facebook and ask for a party that plays outside uni.

Seriously if you can't find a game here in Bris you really must not be trying. At one stage I had like 5 games going...
>>
>>52304053
>When my dm allocated the class/roles

waht
>>
>>52272710
I'm starting up a Rogue Trader game, is 'on the run from the Administratum because your ancestor turned out to owe five thousand years of back payments plus interest on this nice-ass Cruiser you're flying' a good plot thread to start things up?
>>
So I went to a game store recently and found a tonne of splat books for dark heresy, black crusade and rogue trader on sale and picked up a bunch mostly for getting ideas and stat lines for enemies. My only problem is that they are all first edition, and I usually play second edition. Are there any major differences between editions in terms of enemies and more specifically challenge ratings? At first looks, I couldn't find any challenge ratings ..
>>
>>52305904
Not really desu, after all the statlines/talents are mostly all the same. Just learn how to evaluate the creatures on your own without challenge ratings, it's not that hard.
>>
>>52305904
One of the biggest things to keep in mind will be the changes to Unnatural Characteristics. In 1e, they're multiplicative, so you'll want to up their ratings significantly - Unnatural Toughness x3 in 1e might be the equivalent of Unnatural Toughness +12 in 2nd.
>>
>>52305904
Pick up all the BC and RT anyway since those systems only ever had one edition.
>>
>>52305979
>>52306008
It's just my first time as the GM so I'm just having trouble with balance in the game already ..
>>
>>52272710
Anon from before with the next question about the EN's.

If a Nightkin was inducted into the Deathwatch, would he still remove his pauldrons?
>>
>>52306286
Don't worry too hard about it. This is Warhammer 40,000; your players don't have to be expected to win every encounter, and they have Fate Points they can burn to live if they get pasted.

In the old games, Unnaturals multiplied your bonus for a given characteristic, so if you had, say, 47 Strength and Unnatural Strength x2, you'd have an effective Strength Bonus of 8. Furthermore, each multiplier gave you a +10 to all tests with the associated characteristic, including Skill tests, so x2 would be +10, x3 is +20, etc
More recent lines threw that out for additives that're easier to balance, so with 47 Strength and Unnatural +2, your effective Strength Bonus would be 6. Since that means stacking on more unnats is easier (and helps GMs to balance things more easily) they also removed Unnaturals' bonuses to tests; instead, they just grant extra Degrees of Success on associated tests, so attempting feats of herculean strength doesn't get any easier but if you pass anyway you'll succeed as hard as you would have on that roll with the bonuses, plus bypassing the +60 limit on bonuses to tests.
>>
>>52304053
>When my dm allocated the class/roles
This is not how it works.
>>
>>52307432
Might just be how their group rolls. So long as they have fun, why not?
>>
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Looking to start up a Dark Heresy Game in a hive city, and as a first time DM, was looking for something to indicate where the PCs are in battle, as they haven't given RPGs a try yet and have some problems with spacing and such. Would the Betrayal at Calth tile set work for this purpose? A buddy and I have the kit each so it could easily cover a table.

Burning at Prospero has a square-tiled version as well.
>>
>>52304868
The DM asked if anyone would be on board with a specific team in mind, composed of different pre-seected roles.

We are all somewhat knowledgable of the 40k lore and agreed to it since it isn't really a problem.

We are all grown adults here, capable of voicing complaints or concerns if there are any.
>I just wanted some DH1 tips to the average scummers guide.
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>>52310132
I've never played a Scum, but just off the top of my head, you get cheap Perception and early advances to Awareness. Whether you're a shitbag ganger or someone marginally more legitimate, you're well equipped to be the cell's jumpy early warning system. Other than that, my only advice would be generic stuff you probably already know, like pumping up your cheap Characteristics when there's nothing you particularly want on your career tables, and getting a good weapon, preferably fullauto or Accurate. An Armageddon Autogun with a Fire Selector is an old standby if you can scrape together the thrones; see if your GM will let you sell off starting gear at creation. It wouldn't necessarily be out of character for a Scum to wheedle and whine for "loans," but you know your playgroup better than I - keep it in mind as an option if you think it won't bug them. I feel like a gutter-trash Scum borrowing money from teammates can add to roleplay, but it's definitely something that could irritate people.
If you want to be a little fightier, though, check out the Metallican Gunslinger. It'll mostly limit you to pistols, but if you like the idea of being a pistolero then it's worth a look, and the Inquisitor's Handbook has plenty of pistols to muck about with - I'm partial to the .54 Tranter, but I'm used to a higher level of play where I can afford to get Good or Best quality gear if it's cheap trash like the Tranter, whose primary downside - Unreliable - is negated by Best Quality.
>>
>>52310456
Thanks for the armoury guide, I do appriciate it. I was partial to the shotguns of the Iquisitor's handbook.

On a side note, the DM uses a homebrew rule that Toughness doesn't grant any reduction to damage so combat will and should generally be avoided to the best of our abillities. It's to put emphasis on the need for cover and that not all gunfights are ment to be fought. I'm actually looking a bit forward to that.

But more than anything I'd like to get some help in the roleplaying and aspirations department.
I thought about rolling an Int-based Reclaimer scummer and doing the "I know a guy" archetype where I spend xp on making contacts and connections.

Just wanted to know if you had some ideas.
I really like the "begging the richer for loans" part tho. It sounds appropriatly scummy. Might even be a hook for the others to keep eachother alive.
>>
>>52310758
>the DM uses a homebrew rule that Toughness doesn't grant any reduction to damage so combat will and should generally be avoided to the best of our abillities.
What the fuck
It's already rocket tag, why do GMs keep feeling the need to strip out a major feature of the game by invalidating toughness through applying pen to it or just throwing it out altogether
>to put emphasis on the need for cover
Bah. If the players all have Guard-issue flak, just give the gangers or whatever a limited supply of manstopper ammo or have society judge them as ruffians or veterans and react accordingly. Humbug.
Right, enough REEE BADWRONGFUN, helpful advice... A contact can be handy for cutting down on equipment prices, but they're kinda overpriced RAW for much else, especially given their unreliability. As a GM I prefer to use their rules as a guideline for how contacts earned through RP work and have players spend their XP on their regular advancement tables, but if you choose to go for it then it might work well. As for roleplaying ideas, I'm not sure what to tell you beyond the begging (which as you noted does incentivise keeping you alive to get paid back; I'm still salty about someone dropping out of a game while his character owed mine multiple thousands of thrones, and that was years ago).
If you go Reclamator, then being jumpy around Techpriests and trying to avoid their notice makes a lot of sense, as does being fascinated by and covetous of any salvageable tech you may encounter. You can probably find a buyer for a rusted hulk of a tractor, as scrap if nothing's salvageable (or nothing salvageable is left after you helped yourself), to say nothing of older, rarer tech. If you're not the devout type you might even be VERY interested in xenotech - that stuff is dangerous even if you don't get caught with it, but that only jacks the pricetag up. That playstyle might make you come across as moneygrubbing, especially in conjunction with the begging, but it should work.
>>
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>>52312520
Thanks!

There are no tech-priests on the team so no senseless party-friction there. I will take your word for contacts being overcosted for their effect and have a word with the DM about it.

Actually having to be afraid of the Iron Priests might actually be fun. I have yet to have a single game where somebody plays a proper loyalist cogpriest. It always descends into blasphemies of innovation and looking the other way for party-cohesion reasons.
>>
>>52310758
>the DM uses a homebrew rule that Toughness doesn't grant any reduction to damage so combat will and should generally be avoided to the best of our abillities
But toughness is already basically useless unless you're like, a fucking space marine with 8. The name of the game (in my experience anyway) is damage evasion, not reduction.
>>
>>52312797
Evasion is always better, even for Astartes, but Toughness isn't useless - between flak armor and Toughness 40, a Guardsman can easily negate 8 damage off a 1d10+3 bullet, soaking fire pretty well. It's when manstopper (pen3) bullets, heavy weapons like heavy stubbers or spearcannons, and special weapons like flamers or, Omnissiah forbid, plasma come into play that Toughness is totally fucked, and even then it can sometimes shave off enough damage to be the difference between life and death. (Or rather, burning fate or not...) If you're lucky it can even keep you out of crits for ease of recovery and continuing to shoot back without Fatigue penalties.
>>
>>
Is there any planet on Warhammer universe that is Libertarian? Like muh freedumbs for the emperah
>>
>>52315558
Maybe, if it was worshipping the Emperor and meeting its tithe successfully, there -might- be one.

Not in official canon past or present though
>>
>>52315558
As the other anon said, there's no established one, but the Imperium is massive, and its sheer number of planets include pretty much every type of government imaginable. The Imperium at large doesn't care so long as they pay their tithe, don't consort with aliens/Chaos/heretics, and maybe comply with the assorted Adepta's requests.
>>
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>>52315558
Gunmetal City *might* be kind of like that. But it's also super clannish and dedicated to arms manufacturing for the government, so really the only thing they have going on Libertarian rhetoric is everyone being armed.
Imperial religion has a lot of subservience imagery that would clash with Libertarianism. "The Loyal Servant Learns To Love the Lash", and all of that. There's a lot about not questioning your station and trusting that the Emperor wouldn't place someone above you if it wasn't part of His plan.

Really, it'd be something interesting to explore with either an independent human world or a xenos species.
>>52289987
Awww! I'm sure my player would be very flattered. Some of his more amusing exploits:
>Killed a Traitor Legionary in hand to hand combat, thereby avenging one of his brothers-in-arms
>Panicked and ran away from a Daemonhost, rallied, and came sprinting back in just in time to blow the beast away with a single shot. (The other players were miffed at the kill-steal).
> Once killed four kroot mercenaries with a single sniper round by causing their leader's explosives to cook off.
>>
Dunno if this is the place to ask, but are there any good 40k quests going on right now? I know I know, >quests, but it's like having a game I can drop in and out of without causing problems. I'd ask on /qst/ but their QTG is shitposting central.
>>
>>52317646
A bro is running a Khornette Quest revival on >>>/qst/ right now. I wanna join it but I'm trying to sleep off a cold.
>>
>>52317646
Stay away from the Guardsmen quest at least. Terrible writing.
>>
>>52318143
Elijah's Ex-Guardsman Quest back in the day was excellent, even if I'm still annoyed that Based Cogpriestess lost the waifu war
>>
>>52318195
That one was fine. I mean the new one with a gender-bent MC.
>>
>>52304704
>assumptions: the postening
Thanks anyway, mate.
>>
>>52317608
Eh, a planet where only the Emprah is above anyone is believable too, though it seems ripe for corruption. It'd probably work better as a Marine homeworld like Neu Merica than a typical Imperial World, though.
>>
There a way for a character to pick up Aptitudes after character creation in Only War?
>>
>>52320747
Switching to another specialty or advanced specialty.
>>
>>52320878
Ok, damn.

Oh well, not a huge deal I guess.
>>
Abiding Resilience on T50 vs True Grit.

Which would you say is better?
>>
>>52304193
How about Netherworld? Not the guy you're bickering with, just an average Brisbanite looking to play.
>>
>>52304704
Magic Vault (in Alderley) has rooms to hire for RP. Played a 40k tourney there recently that was good fun.
>>
>>52321230
Or hey, Desperate Strength, but having to pick up Frenzy at one matching aptitude.
>>
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>playing a battle sister
>constantly yelling about how the emperor protects all those who have pure faith
>charge in first for most combat sequences
>Fear is a sign of a lack of faith (I have yet to fail a fear test or pinning tests)
>have yet to take any wounds after 4 combat heavy sessions
>the few hits I have taken have been absorbed by the blessed chest carapace
>the one strike that hit my arm was absorbed by toughness
>others have died and been blown apart but they all had corruption
>tend to start fights because Hersey can not be tolerated at any level
>all around good RNG so far when it comes to defense

The Emperor protects.


Also, would you allow a player who is using The Inquisitor's Handbook to buy faith powers from Blood of the Martyr's as elite advances?
>>
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>>52312797
I just wanted to specify that the DM wants us to activly avoid combat as a rule of thumb.
Tryong to focus more on investigation and damage control.

We've only been playing RT and BC where you turn into fogurative gods and immortals.
So he thought this would be a nice change of pace, and untill playtesting starts I think it's a neat idea.
>>
In regards to the TB thing.
How are one supposed to actually kill anyone with a non-mono knife or a compact laspistol when you account for basic shirts giving armor.

I mean there are a lot of talents regarding unarmed and knife fighting. But it's not any good.
>>
>>52321947
Add SB to the damage total.
>>
>>52322008
(melee, at least)

Compact Laspistol does 1d10+1. Armour 1 still leaves 1d10.
>>
>>52322008
Ork with non-mono knife.
Orks does not have Unnatural S in 1st ed.
Orks deal 1d5+5 damage to stalwart guardsman.
Stalwart guardsman have 8 armor and 4 toughness, due to the weapon being primitive.
>Literally immortal.
>>
>>52322044
>1st ed.
So here's your problem...
>>
>>52322024
You can overload the pistol to add 2 to the damage and pen.
>>
>>52322057
Discussion started with anon stating he is playing 1st edition with some homebrew rules to make up for flawed rules.
>Some people shit themselves due to rules being changed to be more killy
>Why would you do that?
>Damage control
>Starts disparging anon's choice of system instead.
Every time.
>>
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So I'm thinking of doing a Team Rainbow sort of deal in 40k and planning on using Dark Heresy 2e with the comrade rules lifted from Only War. This sound like a cool idea?

Also regardless of coolness, what sort of stuff should I have for backgrounds? I'm planning on doing regiment types, so Light Infantry, Rough Rider, Siege Infantry etc. What other backgrounds should I use?
>>
>>52322122
Aeronautica.
>>
>>52322096
>Starts
No.
>Someone else jumps in to talk shit.
Yes.
>>
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>>52322140
>>
>>52319039
???

What assumptions? I gave you options, if you don't want to try them that's your problem.
>>
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eldar master race
Ynnead will make the eldar empire great agian
>>
>>52324158
It was pretty simple, and you likely already know your assumption, even if you haven't acknowledged it directly; that after asking for something online, you knew better.
>>
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>>52321285
I would allow it.
>>
>>52324515
If you're looking for something online, why the fuck does it have to be other people from Brisbane? Are you actually special?
>>
>>52324782
Are you? If helping isn't your thing, no wockin fuzzies, but I'm not interested in soothing your rumpled anus over the unmentioned details of my life.
>>
I just read fur heresy and it made me wonder, has anyone here had some sort of similar experience with special snowflake characters, shit GMs, and the like?
>>
Any advice for playing explorator in RT?

What should I be doing on the ship, what should I do when the command crew goes on adventures ?

Also I was going to take the enginseer prime officer job. What duties do they have?
>>
>>52326337
>explorator
>aren't going off and exploratoring
???
>>
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>>52326337
You are the judge, the jury and the executioner of the engine room.
Your job is to rouse the engines from their sleep in the morning and to coo then back to sleep at night.
In the engine room, your word is law and those whom does not abide will find themselves keelhauled, airlocked or simply stranded.
Your Rogue Trader might thing that he is above you, but in the engine room, he is the one in the wrong.
Your allegience is to the Mechanicus first and your RT second. Your RT might not agree with this. and as such you are not to tell him.

You are one of the Iron Priests of Mars.
You are to shun the techno-heresies of the Xeno, you are to wield the magicks of the technoarcane and to smite the blashpemers against the creed mechanicum.

You are the watcher of the ship and it is your eyes and ears, as you are the eyes and ears of the Mechanicus.

Make us proud.
>>
Ok, I've been posting randomly, but I have a progression I'm interested in, so let's lay it out.

Playing a Heavy in OW, and using a Heavy Flamer. Decided I wanted to go towards a Brawler.

So, to achieve that, I'm picking up a 50T, and then going for Desperate Strength and True Grit. Rounding it out with Fearless to make sure I can't get suppressed or feared.

Basically, rather than intending to be especially dangerous in combat, I just want to be tough as shit to kill, and get more dangerous as they try and kill me. Double dipping on my Toughness to block wounds seems mighty good.

Once I get into Brawler I'll work on stuff to actually make me more dangerous.
>>
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>>52326552
Awesome writeup. Thanks.
>>
>>52326889
You know you don't get to keep your heavy flamer right?
>>
>>52329437
I don't see most Guard officers choosing to confiscate a heavy flamer from a dude that musculous.
>>
>>52329508
Tell that to the quartermaster.
>>
>>52329437
Regimental Favored Weapon + Requisition bonuses.

I can't keep it as specific equipment, but it's not super hard to get another one.
>>
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>>52329810
Huh, I assumed you'd be able to keep it but lose any bonuses for requisitioning standard kit's ammunition. Shows how much I know about Only War.
>>
>>52332427
I think it's mostly up to the GM. Technically, I don't think there anything that says you have to give your old kit back, though you wouldn't qualify for reloads automatically anymore by the nature of the kit.

So it's really on if your GM wants to take it from you or not.
>>
So i have 3 questions for first edition Dark Heresy that i cant seem to find in the book.

1: Is it possible to die from too much fatigue?

2: is there a critical system for rolling below a 10 on a to hit roll? i know there is righteous fury

3: in addition, does full auto damage add together? like if i have 4 degrees of success do i add all the dice together or count them as 4 separate hits? and does righteous fury damage add together too?
>>
>>52332764
1) Fatigue results in unconsiousness,not death
2) No, just the usual advantages of high DoS.
3) Each is a separate hit with its own damage roll and chance for Righteous Fury
>>
>>52332764
1: I think so, but I'm not sure and don't want to check at present. Enough Fatigue will knock you unconscious, though, which makes accumulating more difficult.
2: None of the systems, DH2e included, have crits on attack rolls below 10. What they do have is Degrees of Success; a detail many people don't notice in the rulebooks is that not only can DoS trigger bonus hits on ranged weapons' automatic fire, but they can also replace a single damage die per attack - suppose you fire a hunting rifle at an unaware target within half range, full aiming before shooting, and have 62 Ballistic Skill after investing in characteristic advances. Your target number comes out to 122, since Fullaim +20 Accurate +10 Surprise +30 Halfrange +10 totals to +70 and hits the +60 cap. If you roll a 2, that's a whopping twelve degrees of success, replacing a single damage die. Now you roll your damage - base weapon damage of 1d10+stuff, plus another two dice from Accurate, though the Accurate entry states that these bonus dice can't trigger Righteous Fury. You get a 10 on your first die, then a 7 and a 1. That totals up to 18 plus your static damage, but you may choose to replace any damage die with your Degrees of Success. Even the 10 improves from twelve fucking degrees, but the obvious call is to swap out the 1, upping your damage to 29. Then you roll to confirm the Fury, and at +60 on top of BS62 you'll succeed unless you get a Jam, so 1d10 more damage. It's only a 2, but that's still totaling up to 31 damage plus static.
3: Full/Semi auto hits are soaked separately. They don't combine damage, so while they're ideal for massive damage to lightly armored targets, high-damage weapons like Accurate weapons or meltaguns work best for punching through heavy armor. Righteous Fury, however, does add directly to the hit that triggered it, which can make volume of fire a dubiously valid tactic for critfishing against tough foes if you've got nothing better.
>>
>>52333754
1e actually does not have the DoS replacing one die of damage rule.
>>
>>52332764
Wow, my answer got out of hand.
Expanding on three - with 4 degrees of success on fullauto, you'd actually have five hits: one hit base and four for Degrees.

Certain special things do combine hits, but they're unlikely to come up in your game. The Xenarch Death Arc is one - a xenotech weapon sometimes employed by the Inquisition - while the most common is macrocannon batteries on voidships, which is only really a thing in Rogue Trader. In both cases, some hits are negated (by Dodge or force fields on foot, or void shields in space combat) and the remainder are added together in defiance of the normal rules for automatic fire.
>>
>>52334050
Are you sure? Shit. I've gotten accustomed to it.
>>
>>52334078
Yes. 1e lacks a lot of the refinement later systems have.
>>
>>52334124
Eh, I liked it; Swift and Lightning attacks being made as separate swings helped make melee relevant, whereas in BC/DH2e a full Lightning Attack can be negated in one roll by a good enough evade roll. It also avoided godmoding like RT or overcosting everything like DW.
>>
I wish Ecclesiarchy priests got some love like the Mechanicus ones. I realize that one has a codex and the other doesn't, I'm just jealous I don't get any fancy toys. Just been resorting to shit like wrapping flashbangs in scripture so they work on daemons
>>
>>52334211
But again, in DH2e a successfull evade roll can be negated by a good enough attack roll.
>>
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Always funny to intimidate people 80 meters away through ship bulkheads.
>>
Just how powerful are Daemon princes in Only War? I'm considering one as a final boss against my party.
>>
>>52335588
They cast the Spasm psychic power.
Everyone whom fails their willpower save shoots a random ally with their guns, if they are holding them.
>This while suffering from a -20 to all WP tests due to demonic prescense.

>I hope you peeps don't have guns that can oneshot eachother.
>>
>>52325191
One guy in my group is just straight uo never allowed to run 40k rpgs anymore, because he always has you as the normie and some other people as the ultra mega super speshul guus, which isnt a serious problem but its the fact that the npcs are miserable kill stealers amd habe plot armor thicker than power armor. Oh ues, amd snowflake shit like twin inquisitors. Yes, they were twins. Of different Ordos. And Tzeentch Tyranids although that DW turned out pretty awesome later.
>>
>>52334859
>But again, in DH2e a successfull evade roll can be negated by a good enough attack roll.
Do you mean in terms of Swift and Lightning attack?
>>
All of my GM bros, I need your help. One of my players is being a non-teamplayer and a cunt. Do I punish his individualism or do bring down the hammer for abandoning his party mates?
>>
>>52336788
That it? All signs point to 'yes'.
>>
>>52336788
Have him investigated for heresy
>>
>>52336919
Of course that isn't it, you cunt. Adequately summarized though.
>>
>>52336947
Thank you, you're welcome, and we'd love to hear more about this shitstorm in a teacup you're having.
>>
>>52336974
Fuck off cunt.
>yes to a mutually exclusive question

>>52336939
I've been thinking about. Especially since he was quick to condemn a fellow party member to heresy when he did something similar.
>>
>>52337014
>expecting a useful answer with no details
Whatever, Cunty McCunterson. Make with the oom-pha-pha.
>>
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>>52337065
>someone is actually this retarded
>>
>>52337103
You do that, m7. No one should shame you for being a retard.
>>
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>>52337243
>it's terminal
>>
>>52334859
Only a Standard Attack, which is still subject to negation by force fields.
It also furthers the Finesse aptitude's dominance, since you need it for Agility, Ballistic Skill, and a whole mess of handy combat Talents.
>>52337014
>yes to a mutually exclusive question
Not him, but: >>52336788
>Do I punish his individualism or do bring down the hammer for abandoning his party mates?
Assuming you intended to have an 'I' after that second 'do,' they aren't mutually exclusive.
I'd give him some slack to hang himself with - opportunities for Corruption, chances to save his own hide at the cost of abandoning important missions and his team, et cetera. Sometimes dickery punishes itself.

>>52337103
>>52337243
>>52337304
Ladies, please, you're both pretty. Get a room, for Slaanesh's sake.
>>
>>52338513
>they aren't mutually exclusive.
They are mutually exclusive. End of story.
>I'd give him some slack to hang himself with - opportunities for Corruption, chances to save his own hide at the cost of abandoning important missions and his team, et cetera. Sometimes dickery punishes itself.
You are either the stupid nigger that initially responded to me or the faggot that has responded to me.

>>52337103 (You)
>>52337243
>>52337304 (You)
Ladies, please, you're both pretty. Get a room, for Slaanesh's sake.
Kill yourself.
>>
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@52338888
>Pretending you are even remotely on my level
>>
IKR? You only got dubs.
>>
>>52338955
>>
>>52338587
>kys
Geeze, you try to be helpful and faggots insist on polluting the thread with shitposting.
Punishing a guy for going lone wolf and bringing down the hammer for abandoning his team are the same fucking thing.

>>52338888
Khorne smiles upon us this day-
>>52338911
Oh shit, so does Malal!-
>>52338955
>>52339055
I FEEL THE WARP OVERTAKING ME
>>
>>52334776
DH2e? There's a whole book on them if so.
>>
>>52339522
There's also Faith & Coin, and Hammer Of The Emperor.
>>
>>52341162
You mean Shield of Humanity.
>>
>>52341437
Yep. Haven't had an OW group for way too long.
>>
>>52339160
i
...do you not know how to reply to a post or something? I figured it out on my first day here, is this because you're a complete newfag or is /pol/ so incoherent it doesn't understand how the site works?
>>
Does the Imperium have some approximation of a weekend? Does it even use weeks? When do people go to mass?
>>
>>52342151
Depends on the world in question, so feel free to use weeks, weekends and weekend masses whenever and wherever it would make sense.
>>
>>52342097
Don't engage the grumpy faggot. That's just what it wants.

>>52342151
I'd assume there is a galactic standard cycle for mandatory prayer to the emperor.
>>
How to balance encounters in DW against a Heavy Bolter ? It seems to be on a completely different level than other weapons.
>>
>because a mod saw fit to remove this image, while saying all posts need to contribute by on topic text or image to the thread
>>
>>52342585
By using the errata.
>>
>>52346037
Not him, but even that isn't reliable. My killteam have been solving everything up to Hive Tyrants with one burst of the heavy bolter if I don't force them to move around to deal with enemy positions or have the xenos engage them in melee.
The errata keeps it from being the unholy rapehose it was, but it's still a win button on a character with decent ballistic skill, unless the enemy are Dark Eldar or something with lots of Dodge.
>>
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I'm fucking around with hacking World of Dungeons to support 40k again. This is my current "Pretty close to done" rough draft. I can do with improving insanity and corruption. Need to defuck the formatting in some places. Maybe should add a section on how attacking actually works.
>>
Do you guys have that one character you wish you could bring back but would feel like an asshole for doing so?

I really miss my psyker at times. The amount of shit I got the party into by trying to look into the future at every possible opportunity made a fun campaign.
>>
>>52349055
Most of my characters had satisfying resolutions, but there was one who I'd like to bring back sometime, a Hive-born bounty hunter who adopted a Carnodon kitten while pursuing a tax-dodger to a Feral World. Thing is, I'd feel like an ass asking a GM other than the guy who I made him with to let me take an animal companion in Dark Heresy, and on top of that he had a Volkite pistol by the time that campaign fizzled out, and I hate revising character sheets - I don't think too many GMs would let me keep that, though I guess it could be fluffed as handing it over to a Techpriest who wanted to study it, considering how suddenly Volkite is cropping up in 40K.
>>
>>52350127
>Volkite

how much of a turbofaggot can one person be
>>
This is probably not the place, but I figured RPG players would be more likely.

Does anyone have an epub of Fire Caste?
>>
>>52351729
I was the GM in that equation, and given the setting and the inquisitor they were working for, it's appearance was entirely reasonable.

The more questionable thing was one player finding a way to auto-get a near-unqiue item with only 600 xp spent, thankfully one of the rules involved had DM fiat applicable (seriously DH2E DMs, handle peers carefully, they're broke as all hell)

It was a fun party, and I'm going to attempt to revisit it eventually with at least two of the original players if I can manage. The original game died to scheduling bullshit as is usual
>>
Is there more stuff floating around like the Legionary Armorium? I'm running a Black Crusade game and I stumbled across that... It's gold.
>>
>>52354213

You mean the chapter 3 thing? There's more coming, but shas was shitting up hhg the past week with robots, so there's probably nothing else yet
>>
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>>52336284
No. Assassins strike, a talent introduced in the errata which they missed.
>It lets you remove enemy DoS from a dodge roll with your DoS surplus on your attack roll.
That is to say that your opponent needs to have a bigger DoS on their dodge than on you got on your attack. Not as effective against Eldar, but pretty good against anyone else.
>>
>>52355096
I think you might want to check your sources.
>assassin strike
Tier: 3
Prerequisites: Acrobatics, Agility 40
Aptitudes: Weapon Skill, Fieldcraft
The character’s natural agility and graceful martial form turn him
into a dervish of death in combat. After making a melee
attack, a successful Challenging (+0) Acrobatics skill
test allows the Acolyte to move at half rate
as a Free Action. He may only make this
move once per round, and the character’s
opponent does not receive a free
attack resulting from this move.

the talent you are referring to, is inescapable attack, which only works on single attacks and not on multi-attack actions:
>inesCaPable attaCk
Tier: 2
Prerequisites: Ballistic Skill 40 or Weapon Skill 40, Perception 35
Specialisations: Ranged, Melee
Aptitudes: Ballistic Skill or Weapon Skill, Finesse
The Acolyte can anticipate his opponent’s reactions, and ensures
his hits strike no matter how a foe tries to avoid them. This talent
applies to Melee or Ranged attacks, depending on the Speciality
chosen. After making a successful attack test of the appropriate type
as part of an All Out Attack, Called Shot, Charge, Standard Attack,
or Stun action, the character imposes a penalty on all evasion
attempts (Dodge or Parry tests) made against this attack equal to 10
times the total degrees of success scored on the attack test.
>>
DH1e; I was sure there was something written about purchasing advances from other branches in your career path at increased cost, but I can't find it now.

Anyone know what I'm talking about?
>>
In Only War do the PCs have to keep all of their gear on them at all times? They all have sleeping bags and dress uniforms and stuff like that, and it seems cumbersome. I think in real life soldiers can leave that stuff at base when on missions, but I really don't know for 40k
>>
>>52356104
Elite Advances. The default is twice the XP cost, but the entire eligibility system is "ask your GM".
>>
>>52356254
I've read that, but for some reason I have it stuck in my head that there's something more specific, somewhere.
>>
>>52356197
Depends on the situation. Obviously, if they're defending a location or have been encamped in one spot for a length of time, there's no need to carry all of your gear. You have a bunk somewhere you leave it at. If your regiment executes an attack, they obviously wouldn't be lugging around their tents with them.

At the same time, if the regiment is on the move, you ARE expected to be able to carry your possessions. Most military packs are designed to be able to carry the standard kit and have free hands, but that doesn't change the weight of what you're carrying. That said, the over-encumbrance rules are pretty forgiving. It's a -10 to "movement-based" tests and -1 to Agility bonus, plus a roll to stave off fatigue after a few hours. That can be reasonable if all you're doing is marching.

Basically: if they know the fight is going to happen at some point, they won't be carrying everything. If they don't, they still probably won't. If the regiment is attacked while marching, or otherwise on the move, they will (which could make an interesting twist on the fight if everyone is encumbered).
>>
>>52356254
>>52356310
Found it. Actually for missed career ranks from taking alternate paths, not career branches. Inquisitor's Handbook 53.
>>
Do you allow PCs to use their skills on each other?

I'm thinking particularly of situations where one PC would attempt to force another to obey him, or carry out an action against his IRL will.
>>
>>52357251
Depends on the game style and whether or not the players can handle losing (or taking) control from someone else.
>>
>>52357251
Is this Black Crusade?
>>
>>52355283
You're right. I'm wrong.
I was talking about Inescapable attack.
Nice of you to correct me instead of calling me a faggot.
>>
>>52357251
I allow and even encourage it, but the mechanical effects I impose after the roll are minimal. I generally trust my players to roleplay out the results of the roll and not squabble like schoolchildren over who "wins."
>>
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>>52357251
No.
Players gather around the table to play a character.
Taking away player agency (their abillity to actually play the game) will reduce the amount of fun they have.

Letting -other- players take away their agency and in most cases play FOR them in dictating what they do, it is magically double the unfun.

Then comes the obligatory that-guy gloating that he successfully managed to dictate what the other playeers are doing which triples the unfun. A good way to either make people request that you boot certain individual or more commonly simply make an excuse and never return.

Letting other specialized players like MaxFel and the equivalent CHA-bard tell other players what they are actually doing this session is considered poor manners and a sure-fire way to get called a That-DM on /tg/.

You absolute mongoloid.
>>
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>>52357892
I am somewhat touched with the trust you put in your players Anon.
I could never be as pure-hearted as you are.
>Trusting your players.
>I've been hurt before.
>Never again.
>>
>>52357921
>Taking away player agency (their abillity to actually play the game) will reduce the amount of fun they have.
>Letting -other- players take away their agency and in most cases play FOR them in dictating what they do, it is magically double the unfun.
This is true, and it's why I don't allow something like Charm, Command, or Intimidate to control PCs, and have a talk with any players taking psychic powers that can control targets.
Using social interaction skills doesn't have to be about control, though, and I encourage them thusly. Charm in particular has mechanics in place already to use for rousing oratories in battle, and I like to do much the same with Command to make it as much about inspirational leading as issuing orders.
If anyone with Fate Points projects a bubble of SOCIAL SKILLS DON'T WORK then there's no point investing in them ever, since you can RP through anything the skills would do even if the mechanics suggest your character would be ass at negotiation or just use all that XP you saved to fight your way through every problem, and if you're discarding mechanics for pure RP, then why bother having dice and a system?
Merging rolls and RP while disallowing control of other players' characters has been a good method for me. It just makes sense.
>>
How do you prefer to handle your NPC Inquisitors in Dark Heresy games, /tg/? Do you prefer them to be an ominous benefactor working in the shadows from the players, providing orders and information through proxies? Or do you have them as a physical person whom they meet and talk to regularly? Or do you even go as far as letting the players form the actual retinue of an Inquisitor, working as henchmen and minions for the Inquisitor directly?
>>
>>52357953
I'm picky with my players and encourage noncontrolling uses of interaction skills, but as I see it, if someone feels strongly enough that they don't agree with whatever the person making a roll might be trying to impose that they'll raise a fuss over it, that's a good -50 penalty or so, so anyone without some massive bonuses isn't gonna be getting enough DoS to impose their will even if they find some mechanical technicality that says they can.
>>52357982
Surprisingly I've never actually run DH as a team of Inquistorial Acolytes, but I've always preferred an Inquisitor who is frank with the team and as open as they can be without revealing need-to-know information, but is a very busy person who can spare maybe thirty minutes for a briefing before sending them packing for a deployment that could take anywhere from two days to two decades. If they do well and live long enough, the PCs may find themselves in the Inquistor's personal retinue as she deploys to the field for particularly critical situations.
>>
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>>52358016
I usually run some seriously dumb smokes an mirror stuff that my players love for some reason that's beyond me.

If your player team don't get your orders from another acolyte representing their own team, handpicked by the interrigators belonging to another inquisitor that your inquisitor vehemently hate with a passion, you're not going deep enough.

I once set up a double-whammy of a mission where on the upper layers of the lower hive there was a small logis cult running about doing cultistery while the underhives had some serious bullshit going on.

Long story short, the upper mission had tiny but existing clues that could point the more experienced of the group into checking the underhives for evidence which would get them tangled up in shenanigans because the Inquisitor whom they only vaguely believe actually exist are overseeing the underhive mission.

All this was actually a ruse for having the Inquisitor be an over-enthusiastic innkeeper in a run-down inn in the lower hives so I could have the players evaluate the Inquisitor as a character.

>The players will probably never get their hands on this piece of information.
>I am enjoying this far too much.
>>
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>>52358016
Sorry, wrong post.
Was ment for >>52357982
>>
>>52357982
>>52358016
>>52358098
I personally had a very successful game where the group of three players, one a death cult assassin, an arbites, and a sister familus, accompanied a very social-specced Hereticus Inquisitor to a feudal world, and had a very close working relationship with the Inquisitor herself. They acted as her henchmen and she sent them out on missions to fix for her while she took care of the higher priority things that required her attention, such as taking care of the local ruler and his court, and dealing with that level of intrigue. The actions of the group supplied her with information and other things (sometimes as trivial things as fetching her cups of recaf) but the players really seemed to enjoy it.

Been listening to the Eisenhorn Xenos audiobook and getting my juices flowing with how he and his retinue work together, although they are clearly on an Interrogator level and not mere acolytes, judging by their skills and abilities.

It does feel however as if DH2e characters are higher level than DH1e, even if you disregard the starting XP differences. Am I wrong?
>>
>>52358198
They're certainly more competent.
>>
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I have a guy in the Dark Heresy 2E game I'm GMing who desperately wants to play Revolver Ocelot from MGS.

Are there any good revolver weapons in 2E or even 1E that I can port over? Also, is bullet ricochets a possibility? Are there any appropriate talents?
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>>52358475

Masterwork stub guns with suitably rare ammunition. If you go with that bandolier, customize a shotgun into a one-handed variant.
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>>52358475
I think stub revolvers are an actual thing. No comment on their viability though.
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>>52358573

Yeah, I am aware of the stub revolvers - but they are a totally shit starting weapon with Common availability. I want to know if there are better revolvers, everyone is getting to use plasma and bolt weapons and Revolver Ocelot won't use anything that isn't a revolver.
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>>52358475
You could always try a one shot pistol, fire selector for three rounds, and combi weapon rules for six. (voila! I can't believe it's not a revolver!)

Shotpistol is my personal favourite, despite itself. Maglev Impeller + Modified Bolt Shells add up to a whole lot of 'ok'.
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>>52358643
>>52358475

I found this one, looks pretty good.
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>>52358743

1d10+3 I, Clip 5, Pen 2, 2Full Reload, Accurate & Reliable
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>>52358743
>>52358765
Yeah ... If you weren't happy with the Stub Revolver, you realise the only thing that has over it is +10 BS and some range, right?
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>>52358840
>/40krpg/ 40k Roleplay General
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>>52358825

Well extra 2 Penetration and +10 to aim isn't bad. But yeah, now it's basically just a hand cannon.
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>>52358877
Still won't hold up against a bolt or plasma weapon.

Could you take a Mauler Bolt Pistol or Carnodon and refluff it to a revolver?
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>>52359090

The Carnodon is identical, but it has +1 damage and can fire semi-auto.

I gave the Fate Bringer a S/3/- firing rate, so it now is identical to the Carnodon but it has accurate over +1 damage and 1 more clip size.
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>>52359148
The Carnodon has Accurate. /shrug
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>>52359262
fwiw, I think the stock weapons are less an alternative to high end weaponry and more of a futile gesture until you give in. If you have access to RT weapon mods, then you can raise them up somewhat.
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>>52357921

There are talents and traits that assist against using charm or social skills on players. It's valid to use skills on other players. If you're fittingfiating that away, then I would expect an xp refund for these talents and traits that no longer serve a purpose.
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>>52359501
Ditto, but just being in that situation would leave me cold to the campaign. Gotta be clear when you start.
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So I'm DMing for the first time and managed to wrangle three players for an armored regiment game in Only War. One operator who is the driver, a weapon specialist as main gunner, and a sergeant as tank commander. I've also filled out the rest of the squad with around 5 guardsman npcs using the npc statlines. For their first session I had them defend a position from an rush of ork shootas and three trukks they managed to blow up at range. No guardsmen died, am I being too soft in them? This is also the players' first 40k rpg by the way.
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>>52354225
I guess I'll wait then. Thanks Anon
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>>52360247
Well for Armored Regiments, the player characters are a lot more safe in that they are in an armored tank, so any threat that might harm them is gonna be an anti-tank vehicle or units with enough firepower to wreck the armored plates, so it's perhaps not as surprising that no one died. With that in mind though, the comrade additions, one of which most regular careers have, are used among other things to signify "guardsmen dying and being blown away at random", so you could have a comrade dying to make a point.

For a start though, let them feel a bit mighty. They have a tank after all. Tanks win the battle (but artillery wins the war) so they do have a lot of firepower on their side. But when you lull them into that safety, is when you bring out the sneaky loota orks with anti-tank weaponary and grenades. Use the terrain to fight your group; ambushes in narrow pathways. But all that depends on how nice you want to be to your players really. Only War is a gritty wargame, and if you and your players prefer to play Big God Damned Heroes, there's no harm in letting them do that either.
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Why is DH 2e better than 1e?
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>>52361400
Less clunky and table-heavy.
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>>52361400
>>52361427
Also more streamlined, characters are more diverse in their skillsets and abilities instead of being hyperspecialised and requiring a multitude of elite advances to become adept at more than one thing.
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>>52361400
2e is basically 1e with eight more years of game design experience, playtesting and streamlining behind it. All of the little improvements that they made over the course of DH1->RT->DW->OW/BC got tweaked a little more and, overall, gave us a much better system.

I almost want to identify the majority of the changes in DH2e and fan-make a Deathwatch 2e off of it
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>>52361950
I agree in all these points; the only downside I see in 2E is the Infamy system. I like that it exists but I don't like that without GM fiat you can't even buy a piece of gum without having to roll. Which is silly. I'd like to see a system for purchasing stuff as well as rolling for it. But that can be worked around anyway so.
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>>52361981
>Infamy
I mean Influence obviously
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>>52358475
Fate bringers are good, but there's plenty of revolvers in the Inquisitor's Handbook. What you really want though is to look through Rogue Trader and Lure of the Expanse for extra exotic ammo and a shot selector.
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>>52362072
>>52361981
I like Influence because it reinforces the theme that you aren't a murderhobo, but a legit force in the setting, where you don't throw money like a chump to get shit, but rely on the people who know you aren't to be fucked with to vouch for you, owe you favors and want to curry your favor.
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>>52364642
>>52364642
>>52364642
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