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Warhammer 40k RPG General
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For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.

Book Repositories (mega is more comprehensive and up to date)
https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg

Enemies Without:
https://my.mixtape.moe/jbsyqt.pdf

40K RPG tools, a site that contains stats or references for almost all weapons, armour and NPCs/adverseries. Not updated past DH2 core.
http://www.40krpgtools.com/

40k RPG Combined Armory (v5.43.150418), containing every piece of gear in all five lines. Not updated with any DH2 content.
http://www.mediafire.com/folder/i3akv9qx9q05z

Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.5.1), /tg/ made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things
http://www.mediafire.com/view/kpl4pvkdiidvg6n/Fear_and_Loathing.pdf
http://www.mediafire.com/view/nf19t1z8p2prwrx/The_Fringe_is_Yours.pdf

Remember, ask a specific question, we'll be happy to help. But if you're vague, we'll tell you to make your players fight necrons. Probably.

What sort of homerules does your group use? Thrones in 2e need not apply.
>>
For fucks sake, forgot to update OP

Actual PDF of OW Shield of Humanity
https://mega.nz/#!xlRWBaiI!MmOEkMse0wHVsyLDGbZJVGUXgVEuB9lWSyVl6ZhvgGM
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>>44783134
>What sort of homerules does your group use? Thrones in 2e need not apply.
Dodge and Parry tests directly subtract DoSes from incoming attacks on a one-to-one basis instead of "Successful Dodge/Parry blocks the attack/dodges one hit per DoS for multiattacks". It's cleaner and more intuitive for us and seems more reasonable than core.
>>
So, got a question. We're starting up a Deathwatch game. We've got an Ultramarine Tactical Marine who wants to go Deathwatch Captain, a Red Scorpions Apothecary, an Imperial Fist Breacher Marine who wants to go Phalanx Warder (I got the pdf off one of these threads), and an Iron Hands Techmarine. I'm the GM.

We're going to be in the galactic south, to avoid Tau and Necrons. What are some of the most common enemies in the galactic south, and what would the political situation between the Deathwatch and the Imperial Adeptae be like down there? Do you think such a team can deal with political intrigues, or are they too punchy? FFG's books seem to focus on their Jericho Reach only, so i'm at a loss.
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>>44783134
On the head location, wounds are limited to the character's Toughness Bonus.
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>>44785021
According to what little is at Lexicanum, the Tempestus Segmentum is ass-deep in xenos invaders and raiders. Probably shit-tons of Orks, Eldar, some Necrons and Tyranids. It's mostly free of Chaos, too, so plotting and secession is more of a mundane concern than the OH SHIT it is in the Jericho Reach. My advice? Set your sector someplace on the fringes and have it be currently shitstormed by nids and orks and politics.
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>>44785402

All right. That sounds a bit easier than expected. And it really helps accentuate the Xenos Hunter aspect. I'll set it at the edges, out of the way of major trade routes and systems.
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>>44785583
According to 40k wiki, which I just checked, it is, in fact, ass-deep in orks and Necrons with some Dark Eldar and Tyranids. So you don't need to change too much.
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Anyone playing dark heresy two ace? How is it? Do you use vehicles often? Do you do anything when there is nothing to drive?
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>>44783134
This'll be fun. What kind of modifier to a Requisition test would you guys say an Inquisitor needs to borrow (with no intention to return) a couple of Companies of Guardsmen. Their influence is in the high 70s and their subtlety is crying in a puddle of someones blood.
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>>44783134
Headshots are taken at extra -10 but ignore toughness.
PC wounds =2xToughness Bonus
NPC wounds = Toughness Bonus
All blast values are doubled.
Also this
>>44785018
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>>44788325
Just how many guardsmen is that again? Are they deployed, en-route to deployment, or 'reserve'?
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>>44788372
I believe a company of 100 men. Assume they're currently on reserve.
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>>44788372
Two to six platoons, each of two to six squads, each of 10 men.

So variable, but hundreds, not thousands.
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>>44788372
Assuming the bare minimum by codex regulations, a couple of companies is going to be at least a hundred guardsmen, up to around 700 if they have support platoons as well. Rough estimation here, I don't remember the details of force organization charts and the IG codex, been ages since last time I played.

You can always get the number you need for the plot anyway, regimental organization, losses and units being merged can change the numbers quickly.
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>>44788387
>100
That is basically nothing in the IG. Probably for a 5 or lower subtly inquisitor, +0, maybe +10 or +20 if they can offer an equal favor in exchange to whoever is in-charge of those men.
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>>44788417
Would this include permanent expenditure of Influence? The 100 estimate was a little erroneous, say 200-250 men, with all the supporting logistics that entails?
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>>44788443
Wasn't counting influence payment. Probably 1 or 2 influence.
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>>44788443
Logistics are actually up to the munitorum, usually IG numbers are of effective combat personnel, not sure how that would affect the roll. Modifier or another roll to get the munitorum to join the company?
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>>44788459
I was under the impression that once the Inquisition had them, they were out of the Munitorums purview and that the Inquisitor in question had someone else in-house sort out the logistics? Mechanically it'd be the same and I figure it'd effect the initial test a little, but then it'd act as a steady drain of 1 or 2 influence as the Inquisitor uses small portions of his funding and power to keep supplies, ammo etc diverted to his little army?
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>>44788482
I guess that works better if you need to do something classified
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>>44788325
I'd put it at -40. Harder than a power sword, easier than an inferno pistol. So an Inquisitor with Influence 75 would have a 35% chance of getting the Companies for free.

(Recall that you can automatically succeed by spending 1d5 Influence, so don't think of it as a 65% chance to fail, think of it as a 65% chance to have to pay a little)
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>>44783134
>What sort of homerules does your group use?
Flamers hit automatically
TB doesn't count if it's a headshot
Cybernetics give extra armour not extra TB
A lot of weapons use their OW statline
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>>44788825
That sounds about right, one of the players is a Drop Trooper and takes great pride in the single squad they currently operate. He trains with them every day and has a good relationship with them. I reckon the chance to be at the helm of such a fighting force would be really welcomed.

The fun bit will be what regiment they choose to draft from. Because I was a massive autist when building the sector, I built 8 different regiments to use in Only War, if the players ever wanted to play that.
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What do you guys use to map out sectors or systems? I could always do it on paper and I'll probably do it to update between sessions, but having a ncer version printed out would be nice
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>>44789303
I use photoshop, some kind anon posted a website from months back that I used but have since lost. It generated a small planet and you could alter things like water level, how much ice was on each cap etc. Everything else is just photoshop tutorials.
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Any good house rules for ammo management, guys? It's tricky to streamline and reduce bookkeeping without trivializing ammo and reloading (i.e. making it unlimited).
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>>44789336
Well having something like in that pic would be more than enough, I guess I'll have to get photoshop
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>>44789115
Wish you were my DM.
Fuck them over, though
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>>44789384
There're torrents about, the only things I used for that map are;
http://photoshopcafe.com/tutorials/lightning/lightning.htm - for the lightning arcs,
the planet site I lost a while ago,
http://www.photoshopessentials.com/photo-effects/starry-sky/ for the mild starry background and
http://www.dafont.com/requiem-for-a.font for the sector font.

The little key I spliced out of a picture of the Calixis sector and made it smaller.
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>>44789378
I tend to go with 3 clips/mags/whatever. Enough to see you through a few combats, but they only refresh if the players actively seek out fresh ammo. For things like rockets or grenades, four rockets and 6 grenades does me and the group fine.
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>>44789437

I meant more like expenditure streamlining. Alternatives to having to count every single bullet spent.
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>>44789422
Will check it out, thanks anon
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Has there been an official statement towards the possibility of a 2nd edition of Rogue Trader yet?
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I asked this in the previous thread but can't find it:

I want to make an ultramarine tactical marine. Should I get the bolter mastery specialty or the tactical mastery specialty?

Since I'm an Ultramarine, is tactical mastery useless due to my chapter skill being weird?

I don't know what I'm doing t b h
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>>44788922
>Flamers hit automatically
But don't they do that already?
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>>44791030
No, the enemy has to fail an Agility test. This is in addition to having a chance to Dodge if he has an unspent reaction.

(It was A Thing a couple of threads back)
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>>44788482
It's up for the inquisitor to arrange, I think. He can make the Munitorum continuing paying their upkeep (they are still in the Emperor's service, after all).
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Looks like Enemies Beyond is finally off the boat and is shipping to stores. That mean release in a week or two and hopefully some shitty but readable scans of the major rules within a few days of that. How heretic are you going to be when it does?
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>>44792677
exactly 0% heretic.
Though I fear how I fare with this resolution is for the DM to decide
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>>44792677
My group couldn't get any more heretical. That said, I really hope this isn't the last Dark heresy book, but my sad gut instinct tells me it is.
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>>44793213

At least we got some good stuff from the past few boojs.
FFG made sure to pad out content in 3 large books than 20 flimsy ones filled with mostly lore.
Don't get me wrong, I loved 1E setting but Without, Within, and (seemingly) Beyond gave us a lot of shit to work with.
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>>44793326

Books*
>>
Page 10 bump

The whole time at our disposal last session was used to kill 11 orks, clearing out that base is going to take a while
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>>44795749
which reminds me - how long does it take for you to resolve encounters? They seem to drag on for quite a while.
Any tips to speed up combat? Apart from rolling initiative once for group of enemies.
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>>44796041
>which reminds me - how long does it take for you to resolve encounters? They seem to drag on for quite a while.
In a text-chat based game, about half an hour to two hours, depending on number of enemies and how tough they are. Ten minutes to wipe out a horde of mooks. Some tips:
Memorize your relevant stats and modifiers. No. Fucking seriously, memorize that shit so if you shoot/hit at a roughly consistent number, you know it by heart and whether, say, a 61 is a pass or fail. Know your bolter does 1d10+5 Pen 4 with Tearing per hit. That way, when you're fighting an ork boy, you know his armor is going to be discarded and you'll be at -1 to damage from whatever you roll. Know your cit tables and keep them handy.
Also, practice makes perfect. Run that shit until you run through the steps through memory.
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I wish I'd get to PLAY Rogue Trader once. GMing it is fine and dandy, but damn if I don't want to be a space pimp conquistador just once
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>>44796041
That depends on what weapons they're packing, the ranges involved and the terrain. This time they had bad luck with many rolls, and lasguns are not that good to deal with orks in the first place.
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For stealth missions in DH 2e, what sort of weapons would you pack?
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>>44797857
You mean "gear". Tell me more about the mission first though.
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>>44797857
Silenced SP weapons of any kind
Desoleum Power blade
Needlers
Garrote (It's in Radicals Handbook for DH1 I think?)
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>>44797914
Get into a fortified compound and rescue/kill a hostage with sensitive information.
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>>44798055
Stummers and Chameleoline Cloaks
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>>44797857

Rocket launchers. Rad grenades. Maybe a meltagun or a charger if I can swing it. No witnesses.
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>>44798031
>>44798252
There are two kind of acolytes...
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>>44798193
>>44798055
this, as well as:
>synskin to bypass NVG and thermal cameras
>depending on the terrain - grapnel and line (with drop harness) to scale walls
>needlers or silenced pistols / rifles
>jammer
>comm leech is a huge plus
>preysence/NVG goggles
>extraction plan

and most importantly, PLAN B
You must be ready you will need to go loud within seconds after entering the compound. They might be expecting you, get tipped off in advance or just one unlucky roll and you're in shit if you don't have backup handy.

Tell us how you get on with your mission after the game, anon.
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>>44798998
It was more of a theoretical thing and/or planning on what such a compound could expect from someone trying to break in.
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>>44798998
For Plan B, I suggest lots of explosives and a fast armored shuttle.

Aternatively enemy uniforms, I you like playing it risky.
Also, be liberal with the bribes. You can always mug the guy for corruption later and get a part of your money back in the process.
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Anyone have that party member in a dark heresy game that was just a hat?
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>>44800331
I think a part of your message was lost to the warp because that didn't make sense.
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In your opinion, throughout all game lines, which psychic discipline is the strongest?
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>>44790412
>I want to make an ultramarine tactical marine.
>I don't know what I'm doing t b h

shows t b h f a m s m h
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>>44800052
>corruption
>for mugging a guy

This isn't Fable, this is 40k. You get corruption for dealing with actively malefic forces, not being a dick.
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>>44783134
how do i deal with players trying to bring anime bullshit into a game of only war?
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>>44802716
He meant mundane corruption, Anon.
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>>44802763
What do you mean? Explain further.
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>>44802806
i guess what I'm saying is, every cliche has been thrown out there in the last 3 games i've played and i'm tired of it.

It would be easier for me to explain the anime shit they have not yet tried or pulled.
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Is there any ship combat done in the warp? Like, a ship makes a jump and its pursuer jumps in right after him? Would shots be exchanged? Would the chaser be able to follow him at all, or just guess as to where he was going?
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>>44802928
it wouldn't happen. soon as the shot is fired it'd most likely vanish.

think of it like sail boats firing cannons at each other in the middle of a hurricane of fire.
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>>44802977
Or, like a hurricane of fire, would shots occasionally become more empowered, as cannonballs wreathed in flame smash into the ships?
Seriously though, could there be any kind of ship chase done in the warp?
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>>44803084
chase, yes,
shooting, no

it just can't be done, plus, the shells don't have gellar fields and would require a navigator just to hit.
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>>44802895
AAnime and Only War seem like such a hilariously unfitting combo that it comes back around to being good
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>>44802977
>>44803143
There is a HH comic with ships exchanging fire in the Warp, so you're wrong on that.

It IS a balls to the walls insane move because detection aiming is nigh impossible and mundane shields don't work while the Gellar Field does its thing.
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>>44803144
nope.
its just shit, especially considering everyone else was into it.

Plus that player always made the exact same character

a cutsie shooting thing. always a cutsie shooting thing. GM out right gave the player 2-3 sessions until her behavior got her shot by the commissar.

>needlessly sassy
>trying to be cute
>same character type
>smug as fuck
>special pet
>so god damn smug

while everyone else
>gritty
>duty
>trying to survive
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>>44803308
>everyone else was into it
fucking typo
i mean to say
>wasn't into it
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>>44803308
And that guy's characters keeps getting killed by the commissar?
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>>44802928
>Is there any ship combat done in the warp?

Yes. It's not very common, and very dangerous, but it CAN be done.
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>>44802928
From memory, one of the Battlefleet Gothic books Might have been Shadow Point? had an Imperial vessel blind-firing torpedoes at a renegade ship, so take that as you will.
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>>44803873
>its a woman player
Naw, she quit after being "burnt out" from the previous 2 games failing...from her killing the RT who came back as a BC player then later getting killed in BC.

>never change DM's for a game

First game was RT, GM was cool, then a player took over the mantle of power when it became black crusade. He absolutely rail roaded everything using DMnpcs and ample amounts of "rocks fall" due to player favoritism. Massively alienated the players.

3rd GM is actually a player from the RT/BC game and is really cool dude. Every player is cool, 2 are from the RT/BC game, one is from a different game. We were able to make a regiment through voting that came out pretty cool.

>Regiment is Penal Colony Guerilla Commandos.
Currently 2 players are wounded.

The Sergent is at 0 wounds with -5 crit damage and a broken left leg.

The Heavy gunner just lost his face due to genestealer patriarch

The Weapon Specialist is tied up due to tunnel fighting and cave ins.

The other weapon specialist quit

Two players are making characters and just have stuff going on.

I really like this game so far and, the group just killed a genestealer primarch on 3rd session.

https://www.youtube.com/watch?v=08YXjxCtONU
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>>44804335
What are you complaining about then if she quit?
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>>44804657

I never learned to deal with anime shit and now I never will.

also we might have an opening now
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>>44804335

>Sergeant got hit with a thrown tauros and his leg snapped after inflicting righteous fury with a las carbine that does felling 2 and crippling 2.
>Heavy gunner got charged by the patriarch...and lost his face

We killed that fucker 4 times but it would not stay down
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>>44783134
If I run a game I'll probably make Leadership another alternate characteristic for cheaper Willpower advances.
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>>44804799
>Las carbine with felling and crippling
Hammer of the Emperor pattern variant?
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>>44805107
oh yea, it overheats too
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>>44783134
In only war is starting as a grenadier worth it? I mean light carapace armor is barely better than guard flak armor.
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>>44805244
light carapace does help keep you alive longer, but has the same protection as flak against shrapnel
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>>44793326
I would like a book about elite advances before it all comes to a close, personally. The thing I'm worried about is RT being updated, as my group has a very long running campaign and when we tried to mix DH2 and RT it had some issues.

Do you think they'll update RT? As far as I know, its the most popular of the various game lines and probably has the coolest shit going for it, so I really hope so. Hell, give me a RT book that works as an expansion to DH2e to some extent and I would be satisfied. Kind of like what Onyx Path does with their books: the Chronicles of Darkness main book and then the splatbooks (Vampire, Werewolf, Mage) going off of that.
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>>44805502
An elite advance book would be pretty dope. At least 2 per homeworld, background, and role?
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>>44805548
I wouldn't go that far. I could see one or two per Ordo Majoris, and maybe a couple of Ordo Minoris ones, as well as some Background advances like Archmagos or something. There should be some means to pick to advance down the path of Temple Assassins, or at least pick up some of their tricks. I'm really hoping that there is an Elite Advance in Enemies Beyond that has to do with exorcising and banishing Daemons specifically, as my current character would follow that path without hesitation.

Another thing I really want to see is an Ordo Chronos book for the campaign I'm in, but it is probably a bit too niche.
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>>44783134
Just had the first session of a DH2e campaign I'm running and somebody has already burned a Fate point and someone else lost a finger.
>Party is a Hierophant Shrine worlder, an Adepta Sororitas from a Hive World, a Noble Psyker from the Telepathica, and a feudal world Arbites Ace who runs people down on her motorcycle
>The game takes place in the Aurelian sector post Dawn of War II Retribution
>Insurrections are occurring and the PDF and Blood Ravens are too depleted from the Aurelian Crusades to stop them. They ask for Inquisitorial help.
>Party travels to Meridian and find out that one of the Hive spires has had its water supply poisoned. The spire is a minor one so they don't have the troops the spare to go attack the water pump that's been poisoned and retake it
>Party travels down the hive to the water pump level. On their way there, encounter a patrol of heretics. Not too much trouble, 5 guys with auto-pistols
>Arbites does great, ramming her vehicle into people to kill them in one shot, and then using her shock maul to clean up survivors
>The hierophant rages in order to stack bonuses from his hatred (heretics)
>Unfortunately, he only kills one guy before the rest are defeated and, in his rage, attacks the soritas
>Gets her down in critical wounds and cuts off one of her fingers on her left hand (she decided thumb)
>Arbites bashes him over the head with her shock maul, hoping to stun him, only to roll so well as to kill him in one shot. Hierophant burns fate point to live.
>Now the party is deep in heretic territory with two down party members and have decided to bunker down in a ruined building
So yeah, pretty fun. One of the best parts was when the psyker cast a power in front of the party, hoping not to get noticed as the hierophant and sister don't like him, only to get psychic phenomenon and spoil all food in 30 meters. Led to an interesting conversation.
>>
So, I just spent my RT session in a Deldar infested colony, sneaking around and sneak attacking kabalites with poisoned blades and toxic sniper rounds. The irony was delicious. How have you served the Emperor today, /tg/?
>>
My Only War group is trapped in a mine, heavily injured with very little supplies left. The enemy is on the outside and there is another group inside the mine getting ready to make a last ditch effort to overwhelm the party and make their overloads proud.
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>>44806625
You have Fate points. Burn them along with your enemies in a righteous assault.
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Does anyone have the stat lines for Genestealers and brood lords in Black Crusade? I want to scare a few players in an upcoming game I'll be hosting.
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>>44808466
Use Deathwatch stats.
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>>44805244
Every point of armor is kind of a big deal, especially at start
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>>44805903
Why would she choose the thumb? That's basically losing your whole hand.
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>>44808842
Aren't the DW stats horribly overblown though? Multiplicative Unnatural bonuses etc?

This is what DH2 uses.
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>>44810525
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>>44810525
I guess that's the point anon
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>>44810553
I don't believe BC had any stats for Tyranids though, but could anyone look at those Broodlord stats and say "That's not nearly deadly enough"?
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>>44808466
And here's the Genestealer. How horrible.
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>>44783134
Would your Rogue Trader have a Tau pheromone chip smaller than a fingernail surgically added to their body to make it with all the blueberries?

How heretical is too heretical?
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>>44810562
That's a Lictor, not a Broodlord
>>
lightning bolt
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>>44810832
So it is, I'm an idiot.
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>>44788111
The ace can be shooty/stabby as you choose, also good int skills and techhead.
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>>44810062
I have no idea. I rolled randomly and said she lost the ring finger, but she wanted thumb for some reason
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>>44804701
Anime isn't some godawful thing, anon.
There is good and bad, and has widely varying styles. Just because you don't like moe slice of life shit like Lucky Star or Azumanga Daioh doesn't mean everything is like that.
May as well say all comics are cap comics because you don't like comics.
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>>44805903
Every DH game I've been in with my GM has seen someone set on fire and nearly dying on the very first mission.
Literally, every game, every time. Never been me, but I'm always doing crazy shit like running off alone into a blizzard to waylay approaching enemies, or sending off the warband while I prime explosives under fire.
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>>44805502
I believe RT actually sold the least well of the various game lines. It seems to be very popular and highly discussed online, but didn't sell well apparently.

Appeals to the kind of hardcore fan who spends time on /tg/ but not the more casual fans, maybe? IDK.

I'm certainly crossing my fingers for RT 2e, but I'm not hugely hopeful.
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>>44810531
Why is its total soak 16? Shouldn't it be 18? (TB of 6+ Unnatural Toughness + Nautral Armour 6)
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>>44811811
Looks like you're right, can't see where the 16 would come from. Enemies without is a nice book for the options it gives players and the lore, but the NPC stats and weapons are all over the place. It's probably the worst book FFG has put out in that regard.
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>>44811793
Despite that it has the highest amount of splatbooks, so eh.
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>>44810671
Sure. I hope he. Also has...Kirk, speech patterns.
Ecks Dee.
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>>44804701
>I never learned to deal with anime shit

Sure you did. There's a reason you dislike anime shit and a reason that she did like anime shit. You're different people with different tastes.

The answer is not to spend your time with people you dislike.
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>>44804701

Usually, the more overt excesses of anime are disarmed by logic. Apply logic and actual consequences to nonsense and the characters will have to shape up or die.

The one being sassy, for instance: the Imperial Guard doesn't look kindly upon insubordination. If they have a constant habit of talking back and whining, they get shot.

Special pet? What's the purpose? Which army ever allows soldiers to take their pets with them?

I can't say much about "trying to be cute" without more information, but if it's some kind of attention-whoring, the player might eventually give it up if nobody gives a damn about her. If it gets in the way of following orders and maintaining some kind of decorum, that'll probably have consequences as well.

Ultimately, getting shot by the commissar is a logical solution for disruptive behaviour.
>>
>>44813433
>If they have a constant habit of talking back and whining, they get shot.
Sounds like you haven't read ANY of the imperial guard books.
The only thing that gets guardsmen shot is cowardice or thievery.
At the most insubordination is a flogging, which protip is what they do irl, and that usually doesn't stop people.
God damn everyone in this entire discussion has been disgusting, rather than actually try and do something with the character she made all of you are just screaming WRONG FUN and demanding the character be killed through fiat.
>>
>>44813816

>At the most insubordination is a flogging

So refusing to follow orders is only punishable by flogging. In the Imperium of Man. Sure, I buy that.
>>
Question on RaW, I may have missed it, but are there rules or canon for WiFi? Say a pict recorder outside the building you're in, transmitting to your data slate, or pushing info from your memorance implant (say a map, or a picture of the guy you saw last week) to the slate?
>>
>>44813951
open up the imperial guardsmens uplifting primer. It's linked in the top of the thread and details the punishments for the various crimes a guardsman may commit.
>>
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So, I'm a bit confused by the Mounted Warrior talent in Enemies Within. It says it reduces the penalty for attacking from a moving vehicle by ten, including hit and runs. However, besides Hit and Run, I can't find any other circumstance where you get a penalty from hitting someone from atop a vehicle.
I'm asking cause one of my players uses an Aelurus Heavy Trike a lot.
>>
>>44814014

Hmm. Sure, let's see...

Oh, page 9, Chapter 1, Principles & Regulations.

Did you mean this?

>DISRESPECT TOWARDS AN OFFICER
>Any soldier who behaves himself with disrespect - in word or action - to an officer or anyone of higher rank will be shot. (Art. IG 3645/67k)

Or perhaps this one...

>FAILURE TO CARRY OUT AN ORDER
>Any soldier found to have failed to carry out a direct order will be shot, unless exceptional circumstances can be sited and proved. (Art. 9845/25t)

Or maybe this one!

>DISOBEYING AN ORDER
>Any soldier who disobeys an order from a superior officer will be shot. (Art. 9898/23t)
>>
>>44814244

Using the Uplifting Primer punishments is a fast track way of getting called That GM.
>>
>>44814225
Hit and Run allows you to move in, attack in melee, then keep going.
You can fire a gun, with a penalty, and attack in melee, with penalty.
>>
>>44814519
It's also a fast way for officers and commissars to get killed on their second day of service
>>
>>44814530
I know what Hit and Run is.
Is there anywhere that this penalty for attacking on a moving vehicle is stated, or is that up to the GM?
Also, there isn't a penalty to attacking while stationary on a vehicle, right?
>>
>>44814800
>Is there anywhere that this penalty for attacking on a moving vehicle is stated
Core book, moving vehicles count as difficult circumstances.
No that I recall, if there is at least 2 meters of room to move.
>>
>>44814519

Then don't presume to justify leniency claiming "that's not how the Imperial Guard works."

>>44814613

That's a more convincing argument, but I doubt the Guard would be able to maintain general discipline across the board if fragging were widespread.

And too much fragging in a regiment would likely get that regiment purged, so I really don't see it as much of a tool for the average guardsman.
>>
>>44814851
Okay, thanks. I just wanted to be sure my vehicle mounted character couldn't just drive up on her motocycle and hit someone while treating it like a regular move.
>>
>>44814852

The uplifting primer is how the Guard treats the troops in universe.

You are not in the universe. You are five or so (presumably) friends who want to have a good time. In order to have a good time, some parts of the setting must be softened or it's not fun or worth coming back to.
>>
>>44814852
More than fragging being widespread, both parties realize that being more reasonable pays off. At the end of the day no one wants to die because of stupid shit. Officers could kill you, doesn't mean they'll always do it, the troops may kill officers, but they're not going to do it at the first mistake they make.
>>
>>44815199

The tempestus codex throws that out the window though. Commissars are trained to be hardasses. Another example of "you need to toss out the fluff to have a good time."
>>
>>44814946

Sure, I get that, but the original subject of this discussion was a particular "anime" character whose disruptions weren't approved of by the players at large. So there's a number of in-universe solutions to that kind of character behaviour should 40K tone and atmosphere be important to the group.
>>
>>44815501
>taking a single paragraph that throws away 30 years of fluff seriously
>>
>>44814946
The way I see it, the entire Imperium seems to run on nepotism more than what's written in the letter of the law.
Sure, you're supposed to be shot in the face for talking back to your officer. But if the officer likes that you have guts? You may just not get shot. If an officer higher than the officer you talked back to likes that you have guts? Then you won't get shot either. If your entire regiment is, say a Catachan regiment and banter is just part of it, you won't get shot. If you and your regiment are veterans of countless campaigns, there's also a pretty good chance you won't get shot because the officers don't care about petty shit like that anymore.

Same goes for heresy, really. A whole shitload of things can get you deemed a heretic by one Inquisitor/Ecclesiarchy top-dog just as easily as cleared of all charges by another. It all comes down to personal preference, nepotism and politics, really. And blind luck. Don't forget blind luck.
>>
i need a cool username lads help me out here
>>
>>44815501
Trained to be a hardass doesn't mean you don't realize how it's better not to be one all the time.
>>
>>44816393

Unless you're indoctrinated with mind-altering chemicals to always be one, apparently. Really puts a damper in being a Commissar now.

>>44814946

This. One of my old groups learned this the hard way.
>>
>>44810525
Is that not supposed to be a Lictor?
>>
>>44816181
[Your Name] The Hegeheg
>>
>>44815982
I'd offer a counterpoint. It's not quite nepotism as much as the Imperium giving wide discretion to authority. It seems to feel that putting hilariously draconian laws on the books and then letting the lawmen decide what the real punishment will be creates better order and respect for authority. A trooper can be shot for anything, so he's likely to see the whipping he gets instead as a lenient leader who values his men, instead of realizing he got horsewhipped over a minor infraction. The Imperium only actually enforces a bare handful of laws as harshly as they demand, and those are generally treason/mutiny/secession related.
>>
>>44816181
Faggoticus Maximus
>>
>>44816181
Brother-Captain Biggus Dickus.
>>
>>44816181

Testicles the Mighty
>>
>>44815982
As in real world totalitarian states, the rules aren't written with the intention they all be followed. They are written so there is always an excuse to BLAM the underling who pisses you off.

(This is probably truest in the Ecclesiarchy and least true in the Arbites and, like everything in the Imperium, varies across space and time, but it's not bad as a general guideline.)
>>
>>44818023
>>44817810
IMPERIALES EUNT DOMUS
>>
>>44819278
People called Imperiales they go the house?
>>
>>44817717

I agree. Regarding the aforementioned regulations, it ultimately comes down to the officer/commissar to determine what constitutes "disrespect" and order importance when one is carried out, ahem, less than diligently. One thing is to look at a commander the wrong way, and another entirely is to throw a fit in their face in front of the men. Likewise, being told to do some random errand and being rather sloppy is entirely different from refusing to advance in the face of the enemy. And as you said, if the punishment is so harsh on paper, the average Guardman wouldn't usually consider toeing the line.
>>
Has anyone out there statted Centurions for DW?
>>
>>44819278
>IMPERIALI ITE DOMUM

Do it one hundred times before the sunrise. Or I'll cut your balls off. Ave Imperator.
>>
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Has any of you smitten some heretics over this half of he weekend? How did it go? How long do your gaming sessions last on average?
>>
>>44820164

There's a document floating about somewhere that does it. Someone here made one. All I remember was there was a lot of debate over it.
>>
>>44820515
I tend to run sessions of about four hours or less, any longer and my brain starts fuzzing NPC and PC names and it all goes tits up.
>>
>>44820515
We're having a session tomorrow, during which we'll probably smash someone. They may not be heretics though.

Our sessions usually last circa 4 hours. Personally, I'd be fine with going longer, but you need to find that much time in the first place.
>>
>>44820164

I made one a while ago. Nobody's used it though. They prefer to dodge and weave about with tartaros terminator armor. I can give you the link for the testbed I use (with all series-specific stuff redacted). It should be under Armor tab I think.

https://www.mediafire.com/?3wt5k91edfcfii0

Got no data on it so I can't say how well it will work.
>>
>>44820843
>Armorbane: Against vehicles or enemies with an armor value, the weapon's Penetration value is doubled.

What's the point of this trait? Against enemies with no AP Penetration has no effect, and since the trait works against everyone else, the weapon effectively always has double listed penetration. Why not just give it a bigger Pen and get rid of a redundant rule?
>>
>>44821462

Fuck. It still has the old wording? I changed it a while ago to "Against Vehicles, Structures, and
enemies with the Daemon Engine trait, the weapon's Penetration is doubled" to avoid exactly the problem you pointed out. Good catch.
>>
>>44821462
Going by raw it would still give AP due to cover?
>>
>>44821558
Did you ever include that heavy flamer into the drill?
>>
>>44821571
It would, which is even dumber if you ask me.
>>
>>44821621
I guess this >>44821558 settles it, I was thinking of making it work only against vehicles and structures myself
>>
>>44820843
Also, why would Cataphractus termie aromour be unable to overwatch?
>>
DH2e - aside from Step Aside for the extra evasion action, what's my best bet for increasing the number of possible dodges? Not like I can combine that with Foreboding, unfortunately.
>>
>>44821781
Force field?
>>
>>44821781
Eldar holo belt thing in Enemies Without.
>>
>>44821800
For some reason I always thought it was FF or evade. Huh. Ta.
>>44821821
Near unique, but maybe doable to get. Ta. I suppose if I do, I'd likely lay hands on a flip belt first and could sticky tape them together for EXTRA HERESY.
>>
>>44821744

It can't on tabletop.
>>
>>44821876
Might as well try to go for one of those eldar force fields only statted on the eldar farseer.
>>
>>44821926
On tabletop space marines have 1 wound, so that's not an argument.
>>
>>44821990
I'll take it the next level. Get special dispensation from the INquisitor, then cover myself in Eldar Farseers and sticky tape.
>>
>>44813978 <--- anyone? How about just, would you allow it in your game if there isn't officially an answer? New player coming from shadowrun so I'm trying to see how useful or relevant my common tricks are going to be
>>
>>44822066
Shimmershields, flip belts, clonefields and just flat out stealing a pile of ancient psychic diviners aside, plus those forcefields I hadn't thought about properly, anything else?

Drugs, psychic powers I've missed somehow, Armour that isn't near-unique, that sort of thing.
>>
>>44822145
Nope. Generally you need to be plugged in. There's radio communication, but rarely radio *data* outside of spaceships.
>>
>>44822145
It's not common, but the better hives and spaceships have wifi nets, albeit firewalled to hell and back. Forge worlds have what they call the Noosphere, which is an internal datanet accessed by AR implants, but it's basically techpriests only. Mostly, the Imperium handles data transfer by hard copy, wired transfer, radio, or IR/Microwave beaming.
>>
>>44822145
http://wh40k.lexicanum.com/wiki/Manifold
http://wh40k.lexicanum.com/wiki/Noosphere

Only examples I can think of. But I wouldn't really say there is any consensus on it, I tend to run with 'vox-nets' being a thing on certain places, but mostly being the purview of the Mechanicus.
>>
>>44822048

It's still a good baseline to compare to. People may disparage it, but using the tabletop as a primary source, and following a direct numerical conversion, can help alleviate a lot of the "fluff-based problems" that would otherwise plague things.
>>
>>44822145
>>44813978
No.

The closest you'll find is fluff some mention of the spy networks on various latheworlds and their interconnectivity in the lathes worlds books but otherwise no there's no official ruling.
>>
>>44822376
>>44822426
>>44822428
>>44822445

thanks much guys!
>>
>>44822145
That most probably is for the mechanicus, but as always, depends on the world involved
>>
>>44822145
>>44813978

They have wireless communication in Imperium, so for the remote camera trick can be achieved, but it would require items used to be at least Good craftsmanship, maybe even best.

As for broadcasting info from your head implants - RAW doesn't have nything that mentions something like that, but vox caster (probably of a Good or better craftsmanship) that you are connected to through MIU or interface port would allow to transmit such data to devices that can recieve it.

So, in short, you could pull off some of that stuff, but tools for it are very rare and practically unreachable by anyone outside of AdMech.
>>
How does squad mode and solo mode work in Deathwatch?
>>
>>44823008
By default you're in solo mode. When in Solo Mode, you can use Solo Mode abilities for free.

If you spend a full action or pass a Cohesion Test, you're in Squad mode as long as you're in a comunication range with someone else. In squad Mode, you use Squad Mode abilties available to you, and Solo Mode abilitites if you're willing to pay Cohesion points to do it without breaking out of Squad Mode.
>>
>>44823122
How does a cohesion test work? Can I just say I want to be in squad mode without using a full action?
>>
>>44823265
You roll a 1d10. If you roll equal or lower to your squad's Cohesion score, you pass the test.
>>
>>44823312
Thanks for helping so far. I have another question: How do you gain cohesion? Is it easy to farm it?
>>
>>44823361
One point of Cohesion will be recovered by the Kill-team if:
• The Kill-team completes one of their Mission Objectives
(see page 230)
• Any member of the Kill-team spends a Fate Point
• The GM decides that the Battle-Brothers have completed
a particularly monumental task or roleplayed well the
bonds of brotherhood within their Kill-team.

Have you actually tried reading the corresponding section in the rulebook? It has all the answer spelled out directly.
>>
>>44823414
I haven't gotten to reading it all yet.
>>
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I will soon start DMing a Deathwatch campaign for some of my friends.

In one of the missions they are sent to a planet where heresy has been detected.

The planet is medieval, and are part of the empire thinking that space marines are angels/paladins and emperor is literally god.

Problem is people are turning into zombies and skeletos and they say it's because of a necromancer.

PCs later realize it's a nurgle champion gaining nurgle's favor by turning the whole planet into a death planet (full of skeletons and zombies).
Would this work????
>>
>>44823610
Well, Deathwatch is usually deployed for xenos, not heresy, but it can happen if it turns out to be another.
>>
>>44823707
Ok then i would simply say a new type of xeno has been detected (undeads) , go investigate.

But what I mean is, would this be somewhat lore friendly?
>>
>>44823707
>>44823610

Exactly. The Deathwatch's primary focus is xenos, so they will look out for that first and foremost. They are not going to just ignore other sorts of threats however, so if something comes up on their radar that is obviously too big to be ignored or delegated to someone else they'll do it.

In your case, this would mean that there already are rowing armies of the undead on the surface of the planet, the planet itself has some strategic importance and there's no one else who can deal with the problem in time.
>>
>>44823792
>But what I mean is, would this be somewhat lore friendly?

It would be even less lore friendly, in fact. If it's big enough for Deathwatch to interfere personaly, they can tell that it's Chaos and not xenos. Not like with your example it would be very difficult to tell one from another in the first place.

If you absolutely want to go with this scenario (and I do suggest you think on it a little bit more), have Deathwatch recieve a distress signal from an inquisitorial cell that has been tracking down the threat and identified it, but couldn't contain it.
>>
How big is "support range"? Is it as big as anyone you can talk to through vox radio?
>>
>>44822426
The Noosphere was only in that one HH book about the super speshul 2smat4u magos lady. The technology was promptly lost after her complex get blown to hell and back.
>>
>>44824383
Page 213 of the core book. Read it.
>>
>>44824383
Depends what rank you are. Check the table on page 213 of the DW core book.
>>
>>44820515
Around 3-4 hours.
My group slew one squad of 5 heretics this week
>>
This is a really stupid question, but can you divide the players into multiple squads?

Like, if I have 2 Dark Angels players and 2 Blood Angels players, can we have two different squads (one with Dark Angels players and one with Blood Angels players)?
>>
>>44824775
So, effectively you're asking if you're asking if, with multiple squads, marines in one squads benefit from abilities activated by marines in other squad?

No. Abilities affect only marines that are in support range.

So, technically you can have two separate pairs of marines each in their own instance of squad mode. But they wouldn't overlap.
>>
>>44824775
>>44824895
>So, technically you can have two separate pairs of marines each in their own instance of squad mode. But they wouldn't overlap.

The bigger question is, why would you want to split the party like that?
>>
>>44823792
There's that old deal with aliens using armies of zombies to play nechronica between themselves, back where mortarion grew up...
>>
>>44824895
>>44824986
Is this a good idea? The only advantage is you get to be in a squad with marines from your chapter, so every squad leader gets to use their chapter ability on everyone in their own respective chapter.

What's the downside? (I haven't played the game yet)
>>
I saw a chart ages ago on influence rewards. Anyone got it? Suggested rewards for specific acts, influence awarded for timeskips, etc.
>>
>>44825867
In the core book?
>>
>>44825641
>Is this a good idea?

It's a terrible idea. Splitting the party is bad in general.

>every squad leader

"Every"? Are you saying you're fluffing it as two separate Kill Teams on one mission? Because that's retarded, being unnecessary complicated and counterproductive to the success of the mission due to logistical problems, problems of coordinating between two teams with two leaders, and vagueness with chain of command.

>gets to use their chapter ability on everyone in their own respective chapter.

Every marine can use their chapter squad mode abilities, they don't need to be a squad leader to activate them. If there are no other members from the same chapter (or with the same lineage, as chapter from subsequent foundings count as the same as the second foundings when it comes to solo/squad abilities, among other things), then it just affects them and noone else.
>>
>>44825985
If it's there, I could do with a page ref. Got the one for experience, but not influence.
>>
So, if FFG where to make a xenos focused 40k rpg, which would you like and why?
Personally, I think one about a Genestealer cult could be cool. Sort of like Black Crusade but Tyranids instead of Chaos. Players could get new adaptations and manage the growing cult, all with the eventual goal of drawing a hive fleet and tearing the Imperials down, only to escape on a fleeing ship and start it all over again.
Though, Eldar or Tau is probably more likely. Maybe even an Ork one
>>
>>44826294
Eldar.

But not the path walkers, or even the exodites, or even the rangers. The drunken fuckup retards who have a very half-assed understanding of their own culture and ways and got thrown out until they stopped endangering the craftworld. The AGP of the Eldar, minus Sarge.

Or just Exodites. Whatever. Dinosaur elves?

Yes.
>>
>>44826345
>>But not the path walkers, or even the exodites, or even the rangers. The drunken fuckup retards who have a very half-assed understanding of their own culture and ways and got thrown out until they stopped endangering the craftworld.

So, corsairs?

I think you can pull it off in RT with minimum amount of homebrewing.
>>
>>44826461
Corsairs are just Rangers who are bigger pricks than normal but not big enough pricks to be Deldar.
>>
>>44826100
269
>>
>>44826563
Brilliant. I'm blind. Ta.
>>
>>44826558
>bigger pricks than normal but not big enough pricks to be Deldar.

Sounds like just what you described in your previous post.
>>
In a guardsman's opinion, which xenos are the best to fight? Which ones are the worse to fight?
>>
>>44826822
Fuck all of them.

But if I had to pick, I'd say orks.
Yes, they pretty much don't die even if you kill them (I once spent thee grenades on one ork), but they're pretty straightforward, and you get bonuses to hit them due to size.

Beats eldar (who you can't even attack because you can't spot them), nids (endless hordes everywhere), tau (the only ones who outshoot you fair and square), necrons (who _actually_ don't die even when they're killed) or deldars (slippery edgy faggots).
>>
>>44826930
>3 grenades on 1 ork
What, were you rolling minimal damage each time?
>>
>>44827043
And this is why I homebrew Frag Grenades to be Tearing in the games I run
>>
sup /tg/, does anyone have anything homebrewed for a type of pilot(personal) vehicle that's like a Tau Battlesuit but for Imperiumfags?

I have a player who wants to get a walker-type thing and I'm just going to allow it since it's RT I wanted to check with you guys if there's anything someone has already made.
>>
>>44828234
Sentinel?
>>
>>44828234
Enemies without. Pg56.
>>
>>44828287
>Recommending the EW version of the Sentinel
OW one has 10 more frontal armor.
>>
>>44828287
>>44828281
With arms.
>>
>>44828455
You're playing RT, get the techpriest(s) to attach arms.
>>
>>44828455
The Enemies Without one can be upgraded with loader arms.
>>
Any of you guys have luck running dark heresy campaigns with 2.0 characters? I feel like the baddies are a bit too weak and don't convert directly.
>>
>>44811793
Please for the love of all things that is holy tell me that you're joking. I'd be okay with Deathwatch not getting a second edition, but no RT2e would break my goddamn heart.

It doesn't really make sense to me that they'd leave RT and DW in the dust anyway, considering that they gave Dark Heresy a second edition (which I love and enjoy very much). I really wish I'd won the powerball so I'd have some capital to inject towards my favorite games.
>>
>>44792677
I told my GM about this and he can't wait to kill us with a daemon prince
>>
>>44821781
>Not like I can combine that with Foreboding, unfortunately.

Are you talking about Step Aside? Because if so, you totally can, and I've been doing it in my game for over a year. Foreboding states "any time you would make an evasion test" or something similar, dodging or parrying with Step Aside is such a test so you can substitute it with the power. Do it at Psy Rating 1 to boost up the focus power test and never get hit.
>>
>>44826294
Craftworld Eldar, many different paths and the class/aptitude system would be more than justified, Dark Eldar would be the not-BC. Or Tau.
>>
>>44827043
True grit talent is hardcore. Orks have hordes like nids but they're tougher than gaunts.
>>
>>44833447
>Using full crit wound mechanics on boyz
Damn, thats pretty hardcore.
>>
>>44815501
We can consider everything in the last 40k edition as canon for the RPGs as the End of the Times is for whfrpg.
>>
>>44792677
Calls for contributor copies went out as well.

Not long now!
>>
>>44833563
Good shit, I just preordered it at my LGS. Let's hope they get it soon.

Really looking forward to seeing the new psychic disciplines. Learning Sanctic Daemonology is a great step for my psyker character going forward, especially since we've rescued a Grey Knight Paladin and have fought quite a few Daemons with him around, including a Keeper of Secrets.

As for Melefic Daemonology, not super interested in the possession or summoning abilities they've mentioned. Dark Flame, depending on what exactly it does and how strong it is is a potential pick up for my Inferno summoning pyromancer.

I've been putting the thought of using dark pacts into the rest of the group's heads as well. Unsure if I'll partake myself, but I love the idea of a start of darkness within our ranks. I might end up doing it, but I like to think that the Psyker willingly branded with hexagrammic wards would try to avoid such a thing.
>>
What does /tg/ say about DH1 full auto bursts with pistols while in melee?
>>
>>44792677
I hope it has rules for adding the sanctified quality to melee weapons. I know one thing like that all the way back in a 1e splat, but I think it is also temporary.
>>
>>44833468
Their main appeal is that they're hard to kill and they fuck shit up if they get close if you're not more than decent in melee, no point giving them the talent if they're gonna drop at 0 wounds like some grot
>>
Is it possible to track where someone jumps to when they warp jump?

Can you just follow them into their own tear?
>>
>>44834440
I believe you can yeah, navigators doing navigator stuff.
>>
>>44789336
http://planetmaker.wthr.us/
This it?
>>
>>44834504
Nah, it had a parchment background as I recall and maybe 10 dropdown boxes you selected stuff from?
>>
>>44833219
But doesn't it still count an evasion action use?
>>
Am I a bad person for swamping my deathwatch kill team extraction zone with broadside, crysis suits and fire warriors led by a tau commander?
>>
>>44834633
context

give us context before I say another damn thing
>>
So my friends and I want to play a game where the party is the staff or flag officers for an up and coming Imperial Navy Admiral. I figure starting at around the Vice-Admiral level would be pretty good, then refluffing some of the RT stuff (profit factor is fairly similar to how a military unit would be funded, but this would be more linked to politics than business concerns). The end game of this would eventually be taking control of a Battlefleet.

Ship to ship actions would be done via BFG.

Any thoughts on other resources to tap for mechanics or ideas on how to make this work?
>>
>>44828234
>sup /tg/, does anyone have anything homebrewed for a type of pilot(personal) vehicle that's like a Tau Battlesuit but for Imperiumfags?

Two, actually. But they don't use the vehicle rules and they function more as fuckhueg armor.
>>
>>44834633
You forgot barracudas.
>>
>>44834671
>Ship to ship actions would be done via BFG.

Why not RT?
>>
>>44834440
>>44834463

Exactly, there's an RT navigator power that allows you to track ships by following the trail it's warp drive leaves. There is also another navigator power that counters it.
>>
I will soon DM a deathwatch campaign and I thought about one of the missions:

PCs are sent to a mission to some planet but because of warp accident or something, they crash on a desert planet full of orks. Basically, they literally crash into the Gorkamorka planet! And they have to find a way to get off planet, maybe with the help of some ork mekboy who accepts to repair their destroyed ship in exchange of something.


Is this a good mission or will it be not good?
>>
>>44834942
BFG scales better imo (and we all play BFG, so learning the rules won't be a problem) and is easier to balance encounters around.
>>
Where should my RT party arrive within the Calixis sector if they've gone severely off-course during Warp travel?
>>
>>44834641
They infiltrated a Tau research facility, triggered the alarm, killed the director of the facility and were indirectly to releasing safeguards if containment areas of both warp disease and a terrible all consuming microbes whole taunting the Tau over the vox how they are going to take out a delegation supervising field testing of a new powerful weapon, which they proceeded doing
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>>44835121
Wherever you want them too.

"Severely off course" means they can end up on the other side of the galaxy. Or outside of it. Or in the past. Or all of it with something else on top.
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